<?xml version="1.0"?>
<doc>
    <assembly>
        <name>GoblinXNA</name>
    </assembly>
    <members>
        <member name="T:GoblinXNA.SceneGraph.SwitchNode">
            <summary>
            A scene graph node that acts as a "switch" among its children. Only one child is
            traversed by the scene graph tree at any time.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.BranchNode">
            <summary>
            An implementation of a scene graph node that can have children node
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.Node">
            <summary>
            This class defines the properties and methods required for a scene graph node.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Node.#ctor(System.String)">
            <summary>
            Creates a scene graph node with the specified node name.
            </summary>
            <param name="name">The name of this node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Node.#ctor">
            <summary>
            Creates a scene graph node with no node name.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Node.CloneNode">
            <summary>
            Clones this scene node without its children
            </summary>
            <returns>A cloned node</returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Node.Save(System.Xml.XmlDocument)">
            <summary>
            Saves the information of this node to an XML document.
            </summary>
            <param name="xmlDoc"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Node.Load(System.Xml.XmlElement)">
            <summary>
            Loads the information of this node from an XML element.
            </summary>
            <param name="xmlNode"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Node.Dispose">
            <summary>
            Disposes this node.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Node.ID">
            <summary>
            Gets the ID of this scene node. Used for both retrieval and debugging.
            </summary>
            <remarks>This ID is automatically assigned when a node created, and it is 
            guaranteed to be unique</remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Node.GroupID">
            <summary>
            Gets or sets the group ID of this scene node for group rendering.
            </summary>
            <remarks>The default value is 0 for all nodes</remarks>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "P:GoblinXNA.SceneGraph.Node.Name" ignoriert -->
        <member name="P:GoblinXNA.SceneGraph.Node.Enabled">
            <summary>
            Gets or sets if this node should be used and/or rendered
            </summary>
            <remarks>The default value is true</remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Node.SceneGraph">
            <summary>
            Gets or sets the scene to which this node belongs
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Node.Parent">
            <summary>
            Gets or sets the parent node in the scene graph.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Node.UserData">
            <summary>
            Gets or sets an user defined data associated with this node. 
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.#ctor(System.String)">
            <summary>
            Creates a branch node with a specified name
            </summary>
            <param name="name">The name of this node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.#ctor">
            <summary>
            Creates a branch node with an empty name
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.AddChild(GoblinXNA.SceneGraph.Node)">
            <summary>
            Adds a child to this node.
            </summary>
            <param name="node">The child node to be added</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.RemoveChild(GoblinXNA.SceneGraph.Node)">
            <summary>
            Removes a child from this node.
            </summary>
            <param name="node">The child to be removed</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.RemoveChildAt(System.Int32)">
            <summary>
            Removes the child at the specified index from this node.
            </summary>
            <param name="index">The index where to remove a child</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.RemoveChildren">
            <summary>
            Removes all children from this node.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.CloneTree">
            <summary>
            Clones this scene node including its children.
            </summary>
            <returns>A cloned node with its children</returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.BranchNode.CheckForLoops(GoblinXNA.SceneGraph.Node)">
            <summary>
            Check whether this node is part of a cyclic graph
            </summary>
            <param name="node"></param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.BranchNode.Children">
            <summary>
            Gets a list of this node's children.
            </summary>
            <remarks>
            You should never add or remove nodes directly from this list since the changes won't
            be reflected in the scene. You should instead use the Add or Remove methods provided
            in this class.
            </remarks>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.SceneGraph.BranchNode.Prune">
            <summary>
            Gets or sets whether to prune the node's children
            </summary>
            <remarks>
            If set to true, children nodes will simply not be traversed in the scene graph, but won't 
            actually be removed from the scene graph. The default value is false.
            </remarks>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SwitchNode.#ctor(System.String)">
            <summary>
            Creates a scene graph node that acts as a "switch" with a specified node name.
            </summary>
            <param name="name">The name of this node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SwitchNode.#ctor">
            <summary>
            Creates a scene graph node that acts as a "switch".
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.SwitchNode.SwitchID">
            <summary>
            Gets or sets the currently traversed child index.
            </summary>
            <remarks>
            This ID is not the actual ID of the child node, but the index based on the order of
            addition. The default value is 0, which indicates the 1st child.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.SwitchNode.SwitchChanged">
            <summary>
            Gets or sets whether the "switch" has been switched.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.ParticleUpdateHandler">
            <summary>
            A delegate function that defines how a list of particle effects should be updated. The update
            is mainly for adding new particles to each of the effects.
            </summary>
            <param name="worldTransform">The transformation of the particle effects</param>
            <param name="particleEffects">A list of particle effects added in a ParticleNode</param>
        </member>
        <member name="T:GoblinXNA.SceneGraph.ParticleNode">
            <summary>
            A scene graph node that defines a collection of particle effects.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.ParticleNode.#ctor(System.String)">
            <summary>
            Creates a scene graph node that holds a collection of particle effects.
            </summary>
            <param name="name">The name of this particle node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.ParticleNode.Update(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Updates the associated particle effects.
            </summary>
            <param name="gameTime"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.ParticleNode.Render">
            <summary>
            Renders the associated particle effects.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.ParticleNode.ParticleEffects">
            <summary>
            Gets or sets a collection of particle effects associated with this node.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.ParticleNode.WorldTransformation">
            <summary>
            Gets or sets the world transformation of the associated particle effects.
            </summary>
            <remarks>
            If there is a TransformNode in its ancestor nodes, then you usually shouldn't set
            this matrix.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.ParticleNode.IsRendered">
            <summary>
            Gets or sets whether the particle systems in this node should be rendered.
            The default value is true.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Scrollable">
            <summary>
            An interface that provides information to a scrolling container like G2DScrollPane.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Scrollable.GetScrollableBlockIncrement(Microsoft.Xna.Framework.Rectangle,GoblinXNA.GoblinEnums.Orientation,System.Int32)">
            <summary>
            Gets the scroll increment that will completely expose one block of rows or columns, depending on
            the orientation.
            </summary>
            <param name="visibleRect">The view area visible within the viewport</param>
            <param name="orientation">Horizontal indicates columns, and Vertical indicates rows</param>
            <param name="direction">Scroll up/left if less than 0; otherwise, scroll down/right</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Scrollable.GetScrollableUnitIncrement(Microsoft.Xna.Framework.Rectangle,GoblinXNA.GoblinEnums.Orientation,System.Int32)">
            <summary>
            Gets the scroll increment that will completely expose one new row or column depending on the
            orientation.
            </summary>
            <param name="visibleRect">The view area visible within the viewport</param>
            <param name="orientation">Horizontal indicates columns, and Vertical indicates rows</param>
            <param name="direction">Scroll up/left if less than 0; otherwise, scroll down/right</param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Scrollable.PreferredScrollableViewportSize">
            <summary>
            Gets the preferred size of the viewport.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Scrollable.ScrollableTracksViewportHeight">
            <summary>
            Indicates whether a viewport should always force the height of this Scrollable to
            match the height of the viewport.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Scrollable.ScrollableTracksViewportWidth">
            <summary>
            Indicates whether a viewport should always force the width of this Scrollable to 
            match the width of the viewport.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.ListCellRenderer">
            <summary>
            An interface that defines how a cell in a G2DList should be painted.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListCellRenderer.GetListCellRendererComponent(GoblinXNA.UI.UI2D.G2DList,System.Object,System.Int32,System.Boolean)">
            <summary>
            Gets a G2DComponent that has been configured to display the specified value. 
            </summary>
            <param name="list"></param>
            <param name="value"></param>
            <param name="index"></param>
            <param name="isSeleced"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListCellRenderer.CellHeight">
            <summary>
            Gets the height of each list cell.
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.ColorHelper">
            <summary>
            Color helper, just to convert colors to different formats and provide
            more helper methods missing in the Color class.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.ColorHelper.Empty">
            <summary>
            Empty color, used to mark unused color values.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.ColorHelper.HalfAlpha">
            <summary>
            Half alpha color helper. Just white with 50% alpha.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.ColorHelper.StayInRange(System.Single,System.Single,System.Single)">
            <summary>
            Stay in range, val will be set to min if less or to max when bigger.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.ColorHelper.MultiplyColors(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color)">
            <summary>
            Multiply colors
            </summary>
            <param name="color1">Color 1</param>
            <param name="color2">Color 2</param>
            <returns>Return color</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ColorHelper.SameColor(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color)">
            <summary>
            Same color. Helper method for LoadLevel because for some reason
            the color compare does not work and causes a lot of errors.
            </summary>
            <param name="color">Color</param>
            <param name="checkColor">Check color</param>
            <returns>Bool</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ColorHelper.InterpolateColor(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Interpolate color. Used to fade the hud colors from green to red.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.ColorHelper.ApplyAlphaToColor(Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Apply alpha to color
            </summary>
            <param name="col">Color</param>
            <param name="newAlpha">New alpha</param>
            <returns>Color</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ColorHelper.MixAlphaToColor(Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Mix alpha to color
            </summary>
            <param name="col">Color</param>
            <param name="newAlpha">New alpha</param>
            <returns>Color</returns>
        </member>
        <member name="T:GoblinXNA.Shaders.NormalMapShader">
            <summary>
            An implementaion of normal map (a.k.a bump mapping) shader.
            </summary>
        </member>
        <member name="T:GoblinXNA.Shaders.Shader">
            <summary>
            A basic implementation of the IShader interface that doesn't use XNA's BasicEffect class.
            </summary>
            <remarks>
            It's recommended that a new shader class extends this base shader class.
            
            None of the SetParameter(..) functions are implemented, so your extended shader class should
            implement the features your shader class supports.
            </remarks>
        </member>
        <member name="T:GoblinXNA.Shaders.IShader">
            <summary>
            An interface for a shader class. 
            </summary>
            <remarks>
            A shader class should either extend an existing IShader implementation
            or implement this class. However, function body can be empty for any of the 
            SetParameter(...) methods if your shader implementation doesn't support
            the specific property.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Shaders.IShader.SetParameters(GoblinXNA.Graphics.Material)">
            <summary>
            Sets the material properties to be applied for the rendering.
            </summary>
            <param name="material">The material properties of a 3D object</param>
        </member>
        <member name="M:GoblinXNA.Shaders.IShader.SetParameters(System.Collections.Generic.List{GoblinXNA.SceneGraph.LightNode},System.Collections.Generic.List{GoblinXNA.SceneGraph.LightNode})">
            <summary>
            Sets the lighting effect to be applied for the rendering.
            </summary>
            <param name="globalLights">A list of global light nodes</param>
            <param name="localLights">A list of local light nodes</param>
        </member>
        <member name="M:GoblinXNA.Shaders.IShader.SetParameters(GoblinXNA.Graphics.ParticleEffects.ParticleEffect)">
            <summary>
            Sets the particle effect to be applied for the rendering.
            </summary>
            <param name="particleEffect">The particle effect properties</param>
        </member>
        <member name="M:GoblinXNA.Shaders.IShader.SetParameters(GoblinXNA.SceneGraph.CameraNode)">
            <summary>
            Sets the special camera effect to be applied for the rendering.
            </summary>
            <remarks>
            For example, this method can be used to implement a fish-eye camera effect
            </remarks>
            <param name="camera">The camera properties</param>
        </member>
        <member name="M:GoblinXNA.Shaders.IShader.SetParameters(GoblinXNA.Graphics.Environment)">
            <summary>
            Sets the environmental effect (e.g., fog) to be applied for the rendering.
            </summary>
            <param name="environment">The environment properties</param>
        </member>
        <member name="M:GoblinXNA.Shaders.IShader.Render(Microsoft.Xna.Framework.Matrix,System.String,GoblinXNA.Shaders.RenderHandler)">
            <summary>
            Renders a 3D mesh provided in the renderDelegate function with the specified
            world transformation and shader technique name.
            </summary>
            <param name="worldMatrix">The world transformation of the mesh to be rendered</param>
            <param name="techniqueName">The name of the shader technique to use</param>
            <param name="renderDelegate">A delegate function which contains the mesh preparation</param>
        </member>
        <member name="M:GoblinXNA.Shaders.IShader.Dispose">
            <summary>
            Disposes this shader.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.IShader.MaxLights">
            <summary>
            Gets the maximum number of lights this shader can handle.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.IShader.CurrentEffect">
            <summary>
            Gets the current effect class used for this shader
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.IShader.CurrentMaterial">
            <summary>
            Gets or sets the current material used for this shader
            </summary>
        </member>
        <member name="F:GoblinXNA.Shaders.Shader.world">
            <summary>
            Defines some of the commonly used effect parameters in shader files.
            </summary>
        </member>
        <member name="F:GoblinXNA.Shaders.Shader.worldViewProj">
            <summary>
            Defines some of the commonly used effect parameters in shader files.
            </summary>
        </member>
        <member name="F:GoblinXNA.Shaders.Shader.viewProj">
            <summary>
            Defines some of the commonly used effect parameters in shader files.
            </summary>
        </member>
        <member name="F:GoblinXNA.Shaders.Shader.projection">
            <summary>
            Defines some of the commonly used effect parameters in shader files.
            </summary>
        </member>
        <member name="F:GoblinXNA.Shaders.Shader.viewInverse">
            <summary>
            Defines some of the commonly used effect parameters in shader files.
            </summary>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.GetTechnique(System.String)">
            <summary>
            Gets the effect technique from the technique name defined in the loaded shader file.
            </summary>
            <param name="techniqueName"></param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetValue(Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Sets an effect parameter for Matrix type.
            </summary>
            <param name="param">An effect parameter that contains Matrix type</param>
            <param name="lastUsedMatrix">Old Matrix value</param>
            <param name="newMatrix">New Matrix value</param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetValue(Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Sets an effect parameter for Vector3 type.
            </summary>
            <param name="param">An effect parameter that contains Matrix type</param>
            <param name="lastUsedVector">Last used vector</param>
            <param name="newVector">New vector</param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetValue(Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Color@,Microsoft.Xna.Framework.Color)">
            <summary>
            Sets an effect parameter for Color type.
            </summary>
            <param name="param">An effect parameter that contains Color type</param>
            <param name="lastUsedColor">Last used color</param>
            <param name="newColor">New color</param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetValue(Microsoft.Xna.Framework.Graphics.EffectParameter,System.Single@,System.Single)">
            <summary>
            Sets an effect parameter for float type.
            </summary>
            <param name="param">An effect parameter that contains float type</param>
            <param name="lastUsedValue">Last used value</param>
            <param name="newValue">New value</param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetValue(Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Graphics.Texture@,Microsoft.Xna.Framework.Graphics.Texture)">
            <summary>
            Sets an effect parameter for Xna.Framework.Graphics.Texture type.
            </summary>
            <param name="param">An effect parameter that contains 
            Xna.Framework.Graphics.Texture type</param>
            <param name="lastUsedValue">Last used value</param>
            <param name="newValue">New value</param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.Reload(System.String)">
            <summary>
            Reloads the shader file with the specified path.
            </summary>
            <param name="shaderName">The name of the shader/effect file</param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.GetParameters">
            <summary>
            Loads the effect parameters from the loaded shader file.
            </summary>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.ResetParameters">
            <summary>
            Resets the values of effect parameters.
            </summary>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetParameters(GoblinXNA.Graphics.Material)">
            <summary>
            This shader does not support material effect.
            </summary>
            <param name="material"></param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetParameters(System.Collections.Generic.List{GoblinXNA.SceneGraph.LightNode},System.Collections.Generic.List{GoblinXNA.SceneGraph.LightNode})">
            <summary>
            This shader does not support lighting effect.
            </summary>
            <param name="lightSources"></param>
            <param name="ambientLightColor"></param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetParameters(GoblinXNA.Graphics.ParticleEffects.ParticleEffect)">
            <summary>
            This shader does not support particle effect.
            </summary>
            <param name="particleEffect"></param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetParameters(GoblinXNA.SceneGraph.CameraNode)">
            <summary>
            This shader does not support special camera effect.
            </summary>
            <param name="camera"></param>
        </member>
        <member name="M:GoblinXNA.Shaders.Shader.SetParameters(GoblinXNA.Graphics.Environment)">
            <summary>
            This shader does not support environmental effect.
            </summary>
            <param name="environment"></param>
        </member>
        <member name="P:GoblinXNA.Shaders.Shader.Valid">
            <summary>
            Gets whether this shader is valid to render.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.Shader.CurrentEffect">
            <summary>
            Gets the currently used effect that is loaded from a shader file.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.Shader.NumberOfTechniques">
            <summary>
            Gets the number of techniques implemented in the loaded shader file.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.Shader.WorldViewProjMatrix">
            <summary>
            Gets or sets world projection matrix.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.Shader.ViewProjMatrix">
            <summary>
            Gets or sets view projection matrix.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.Shader.ViewInverseMatrix">
            <summary>
            Gets or sets inverse view projection matrix.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.Shader.ProjectionMatrix">
            <summary>
            Gets or sets projection matrix.
            </summary>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "T:GoblinXNA.Device.Vision.ALVARDllBridge" ignoriert -->
        <member name="T:GoblinXNA.Device.VRPNTracker.VRPNTracker">
            <summary>
            A 6DOF input device class that supports the VRPN protocol to get a device's
            orientation and position. 
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InputDevice_6DOF">
            <summary>
            An interface that defines the properties and methods for any input device that 
            can provide 6 degrees of freedom input.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.InputDevice_6DOF.Update(Microsoft.Xna.Framework.GameTime,System.Boolean)">
            <summary>
            Updates the state of this 6DOF input device.
            </summary>
            <param name="gameTime"></param>
            <param name="deviceActive"></param>
        </member>
        <member name="M:GoblinXNA.Device.InputDevice_6DOF.Dispose">
            <summary>
            Disposes this 6DOF input device.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InputDevice_6DOF.Identifier">
            <summary>
            Gets a unique identifier of this 6DOF input device.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InputDevice_6DOF.IsAvailable">
            <summary>
            Gets whether this 6DOF input device is available to use.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InputDevice_6DOF.WorldTransformation">
            <summary>
            Gets the world transformation returned by the 6DOF input device.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.VRPNTracker.VRPNTracker.#ctor">
            <summary>
            The constructor for the VRPN tracker
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.VRPNTracker.VRPNTracker.Initialize">
            <summary>
            Initializes the VRPN tracker.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.VRPNTracker.VRPNTracker.PositionChanged(System.Object,Vrpn.TrackerChangeEventArgs)">
            <summary>
            Updates the VRPN tracker whenever it changes position
            </summary>
            <param name="sender"></param>
            <param name="e"> Information about the object tracked</param>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.Identifier">
            <summary>
            Returns and sets the identifier of the VRPN Tracker
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.TrackerName">
            <summary>
            Sets and returns the name of the objects tracked through VRPN
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.IPAddress">
            <summary>
            Sets and returns the IP Address of the VRPN tracker
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.IsAvailable">
            <summary>
            Returns whether the VRPN tracker is available
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.Yaw">
            <summary>
            Gets the yaw (in radians) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.Pitch">
            <summary>
            Gets the pitch (in radians) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.Roll">
            <summary>
            Gets the roll (in radians) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.XPos">
            <summary>
            Gets the X position (in millimeters) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.YPos">
            <summary>
            Gets the Y position (in millimeters) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.ZPos">
            <summary>
            Gets the Z position (in millimeters) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.Rotation">
            <summary>
            Returns the Rotation Quaternion of the VRPN tracker 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.Translation">
            <summary>
            Returns the Vector3 position of the VRPN tracker
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.WorldTransformation">
            <summary>
            Returns the World Transformation matrix of the VRPN Tracker
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.VRPNTracker.VRPNTracker.Instance">
            <summary>
            Gets the instance of VRPN Tracker.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.DepthCamera.Initialize(System.Int32)">
            <summary>
            Initializes the CameraInterfaceBase object, and the callbacks.
            in case the camera is not connected or DMachine is not running,
            it will wait the specified time until returning, to prevent program blocking.
            </summary>
            <param name="timeout">Timeout in milliseconds</param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.DepthCamera.Initialize">
            <summary>
            Initializes the CameraInterfaceBase object, and the callbacks.
            It will wait indefinitely even if the camera is not connected or DMachine is
            not running.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.DepthCamera.GetVideoSize(System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
            <summary>
            Gets video frame parameters.
            </summary>
            <param name="width"></param>
            <param name="height"></param>
            <param name="rgbFullResWidth"></param>
            <param name="rgbFullResHeight"></param>
            <param name="depthPixelSize"></param>
            <param name="rgbPixelSize"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.DepthCamera.SetDepthWindowPosition(System.Int32,System.Int32)">
            <summary>
            Sets the depth range manually. This function chooses default settings
            that will best fit the distance\width specified the depth range will be 
            between distance and distance+width, measured in centemeters
            </summary>
            <param name="distance"></param>
            <param name="width"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.DepthCamera.GetDepthWindowPosition(System.Int32@,System.Int32@)">
            <summary>
            Gets the depth range distance\width the depth range will be between distance 
            and distance+width, measured in centemeters
            </summary>
            <param name="distance"></param>
            <param name="width"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.DepthCamera.FindObjectUsingWidth(System.Int32)">
            <summary>
            Sets the width specified, and positions the depth window around the closest object 
            to the camera the function blocks until object is found
            </summary>
            <param name="depthWidth"></param>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.CameraInterface">
            <summary>
            When you wish to get full control over other parameters, you can get the
            internal CameraInterfaceBase object and handle things by yourself
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.Resolution">
            <summary>
            Gets or sets the depth camera resolution
            </summary>
            <remarks>
            Setting this value will block until the resolution has been changed
            </remarks>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.MaxAllowedWidth">
            <summary>
            Gets the maximal width possible for setting depth range, measured in centemeters
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.RGBFullResolutionEnabled">
            <summary>
            Enable or disable the transfer of RGB in 640x480 resolution. 
            </summary>
            <remarks>
            When enabled, this consumes more CPU
            </remarks>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.IRVideoTransferEnabled">
            <summary>
            Enable or disable the transfer of IR Video (Primary and secondary IR).
            </summary>
            <remarks>
            When enabled, this consumes more CPU.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.WideDepthModeEnabled">
            <summary>
            When the user needs a 300cm depth window range, enable this mode.
            It will automatically place the depth range to support depth range starting
            from 100cm and ending at 400cm (distance from the camera).
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.DepthFilterEnabled">
            <summary>
            Enable or disable the depth "smooth" filter.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.DepthCamera.DepthFilterIntensity">
            <summary>
            Gets or sets the depth "smooth" filter's intensity
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI3D.G3DComponent">
            <summary>
            NOT FINISHED YET.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.Component">
            <summary>
            An abstract UI component. This class cannot be instantiated.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.DEFAULT_COLOR">
            <summary>
            Default color of the background
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.DEFAULT_ALPHA">
            <summary>
            Default transparency value for any colors associated with this component
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.parent">
            <summary>
            Parent component of this component for scene-graph-based drawing
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.backgroundColor">
            <summary>
            Background color of this component if enabled
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.disabledColor">
            <summary>
            Background color of this component if not enabled
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.borderColor">
            <summary>
            Border color of this component's background
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.drawBorder">
            <summary>
            Indicator of whether to paint the border
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.drawBackground">
            <summary>
            Indicator of whether to paint the background
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.alpha">
            <summary>
            Transparency value in the range [0 -- 255]
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.visible">
            <summary>
            Indicator of whether this component is visible
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.enabled">
            <summary>
            Indicator of whether this component is enabled
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.focused">
            <summary>
            Indicator of whether this component is focused . 
            NOTE: This variable is useful only for indicating that the component
            should receive key input
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.name">
            <summary>
            Name of this component. 
            NOTE: Mostly used only for debugging (See ToString() method)
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.label">
            <summary>
            Label/Text associated with this component
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.textureColor">
            <summary>
            Color of the texture (it's always Color.White, but it contains alpha info as well)
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.horizontalAlignment">
            <summary>
            Indicator of how label/text should be aligned horizontally
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.verticalAlignment">
            <summary>
            Indicator of how label/text should be aligned vertically
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.textColor">
            <summary>
            Label/Text color
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.textAlpha">
            <summary>
            Transparency value of the label/text
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.keyDown">
            <summary>
            Indicator of whether a key is held down
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.mouseDown">
            <summary>
            Indicator of whether any mouse button is held down. 
            NOTE: Mainly used for detecting mouse dragging event
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.within">
            <summary>
            Indicator of whether the mouse pointer is hovering on this component
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.entered">
            <summary>
            Indicator of whether the mouse has entered the bound of this component. 
            NOTE: Mainly used for detecting mouse enter and exit event
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.Component.backTexture">
            <summary>
            An XNA class used for loading a texture for the background image
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.Component.#ctor(Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Creates a UI component with the specified background color and transparency value.
            </summary>
            <param name="bgColor">Background color of this component</param>
            <param name="alpha">Transparency value of this component [0.0f - 1.0f]. 1.0f meaning
            totally opaque, and 0.0f meaning totally transparent</param>
        </member>
        <member name="M:GoblinXNA.UI.Component.#ctor(Microsoft.Xna.Framework.Color)">
            <summary>
            Creates a UI component with the specified background color and transparency of 1.0f.
            </summary>
            <param name="bgColor">Background color of this component</param>
        </member>
        <member name="M:GoblinXNA.UI.Component.#ctor">
            <summary>
            Creates a UI component with a light gray background color and transparency of 1.0f.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.Component.InvokeFocusGainedEvent(System.Object)">
            <summary>
            Invokes focus gained event.
            </summary>
            <param name="source">The class that invoked this event.</param>
        </member>
        <member name="M:GoblinXNA.UI.Component.InvokeFocusLostEvent(System.Object)">
            <summary>
            Invokes focus lost event.
            </summary>
            <param name="source">The class that invoked this event.</param>
        </member>
        <member name="E:GoblinXNA.UI.Component.FocusGainedEvent">
            <summary>
            An event triggered whenever a focus is gained on this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.Component.FocusLostEvent">
            <summary>
            An event triggered whenever a focus is lost on this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.BackgroundColor">
            <summary>
            Gets or sets the background color of this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.BorderColor">
            <summary>
            Gets or sets the border color of the background of this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.DisabledColor">
            <summary>
            Gets or sets the background color of this component when disabled.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.Transparency">
            <summary>
            Gets or sets the transparency value of this component.
            </summary>
            <remarks>
            A transparency value in the range [0.0f -- 1.0f]. 1.0f meaning
            totally opaque, and 0.0f meaning totally transparent
            </remarks>
            <exception cref="T:System.ArgumentException">
            Throws ArgumentException if alpha value is outside of the range [0.0f -- 1.0f]
            </exception>
        </member>
        <member name="P:GoblinXNA.UI.Component.Visible">
            <summary>
            Gets or sets whether this component is visible.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.Enabled">
            <summary>
            Gets or sets whether this component is enabled.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.Focused">
            <summary>
            Gets whether this component is focused. 
            </summary>
            <remarks>
            Focused variable is mainly used for determining that the component
            should receive key input, since key input should be received by only one
            component at a time
            </remarks>
        </member>
        <member name="P:GoblinXNA.UI.Component.Texture">
            <summary>
            Get or sets the background image with the given image texture.
            </summary>
            <remarks>
            This will automatically disable the border drawing, and enable the background drawing.
            </remarks>
        </member>
        <member name="P:GoblinXNA.UI.Component.TextureColor">
            <summary>
            Gets or sets the color of the background texture if set. The default color is Color.White.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.DrawBorder">
            <summary>
            Gets or sets whether the border should be painted.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.DrawBackground">
            <summary>
            Gets or sets whether the background should be painted.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.Parent">
            <summary>
            Gets or sets the parent of this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.RootParent">
            <summary>
            Gets the root ancestor of this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.HasParent">
            <summary>
            Gets whether this component has a parent.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.Name">
            <summary>
            Gets or sets the name of this component. 
            </summary>
            <remarks>
            Name information is mainly used for debugging purpose only.
            </remarks>
        </member>
        <member name="P:GoblinXNA.UI.Component.Text">
            <summary>
            Gets or sets the label/text associated with this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.TextColor">
            <summary>
            Gets or sets the color of the label/text.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.TextTransparency">
            <summary>
            Gets or sets the transparency of the label/text.
            </summary>
            <remarks>
            A transparency value in the range [0.0f -- 1.0f]
            </remarks>
            <exception cref="T:System.ArgumentException">
            Throws ArgumentException if alpha value is outside of the range [0.0f -- 1.0f].
            </exception>
        </member>
        <member name="P:GoblinXNA.UI.Component.HorizontalAlignment">
            <summary>
            Gets or sets how label/text should be aligned horizontally.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.Component.VerticalAlignment">
            <summary>
            Gets or sets the vertical alignment of the label/text.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.G3DComponent.center">
            <summary>
            Original center of the widget
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.G3DComponent.paintCenter">
            <summary>
            
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.G3DComponent.widgetComponent">
            <summary>
            TVMesh objects that are used to render the 3D widget
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.G3DComponent.showShadow">
            <summary>
            Indicates whether to show shadow volume for this widget
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.G3DComponent.widgetEffect">
            <summary>
            
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DComponent.#ctor(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Graphics.Model,Microsoft.Xna.Framework.Graphics.Effect,System.Single)">
            <summary>
            Constructs a GoblinXNA 3D GUI component
            </summary>
            <param name="center">A Matrix that defines the center location and orientation
            of the entire widget components</param>
            <param name="alpha">Transparency value of this component [0.0f - 1.0f]</param>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DComponent.#ctor(Microsoft.Xna.Framework.Matrix,System.Single)">
            <summary>
            Constructs a GoblinXNA 3D GUI component
            </summary>
            <param name="center">A Matrix that defines the center location and orientation
            of the entire widget components</param>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DComponent.#ctor">
            <summary>
            Constructs a default GoblinXNA 3D GUI component
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DComponent.PaintComponent">
            <summary>
            Implement how the component should be painted. 
            NOTE: This base class method only paints the background
            </summary>
            <param name="Scr2D"></param>
            <param name="ScrText"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DComponent.RenderWidget">
            <summary>
            Implements how this component should be rendered
            </summary>
            <param name="Scr2D"></param>
            <param name="ScrText"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DComponent.ToString">
            <summary>
            Get the name of this component
            </summary>
            <returns>Name of this component</returns>
        </member>
        <member name="P:GoblinXNA.UI.UI3D.G3DComponent.Transform">
            <summary>
            Gets or Sets the Matrix that defines the center location and orientation of the entire
            widget components
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI3D.G3DComponent.Parent">
            <summary>
            Gets or Sets the parent of this component
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.Model">
            <summary>
            This implementation is suitable for DirectX models and primitive shapes.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.IModel">
            <summary>
            Model encapsulates all the model-related information needed for rendering.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.Dispose">
            <summary>
            Disposes of model contents.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.CopyGeometry(GoblinXNA.Graphics.IModel)">
            <summary>
            Copies only the geometry (Mesh, CustomMesh, AnimatedMesh, 
            MinimumBoundingBox, MinimumBoundingSphere, TriangleCount and Transforms)
            </summary>
            <param name="model">A source model from which to copy</param>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.Render(Microsoft.Xna.Framework.Matrix,GoblinXNA.Graphics.Material)">
            <summary>
            Renders the model itself as well as the minimum bounding box if showBoundingBox
            is true. By default, SimpleEffectShader is used to render the model.
            </summary>
            <remarks>
            This function is called automatically to render the model, so do not call this method
            </remarks>
            <param name="material">Material properties of this model</param>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.GenerateShadows(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Generate shadows for this model in the generate shadows pass
            of our shadow mapping shader. All objects rendered here will
            cast shadows in our scene.
            </summary>
            <remarks>
            This function is called automatically to cast shadows, so do not call this method
            </remarks>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.UseShadows(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Renders all objects that should receive shadows here. Called from the 
            ShadowMappingShader.UseShadow method.
            </summary>
            <remarks>
            This function is called automatically to receive shadows, so do not call this method
            </remarks>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.SaveModelCreationInfo(System.Xml.XmlDocument)">
            <summary>
            Saves the information necessary to create this model.
            </summary>
            <param name="xmlDoc"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.Save(System.Xml.XmlDocument)">
            <summary>
            Saves the information of this model to an XML element.
            </summary>
            <param name="xmlDoc">The XML document to be saved.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Graphics.IModel.Load(System.Xml.XmlElement)">
            <summary>
            Loads the information of this model from an XML element.
            </summary>
            <param name="xmlNode"></param>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.Enabled">
            <summary>
            Flag indicating whether model is enabled and should be rendered.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.UseLighting">
            <summary>
            Flag reflecting whether lighting should be used when rendering this model.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.CastShadows">
            <summary>
            Gets or sets if this model can cast shadows on other objects that can receive shadows
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.ReceiveShadows">
            <summary>
            Gets or sets if this model can receive shadows cast by objects that can cast shadows
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.Shader">
            <summary>
            Gets or sets the shader to use for rendering this model
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.ShaderTechnique">
            <summary>
            Gets or sets the shader technique to use
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.AfterEffectShaders">
            <summary>
            Gets or sets a list of after effect shaders to use for rendering this model
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.MinimumBoundingBox">
            <summary>
            Gets the minimum bounding box used for display and by the physics engine
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.MinimumBoundingSphere">
            <summary>
            Gets the minimum bounding sphere that bounds this model mesh
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.ShowBoundingBox">
            <summary>
            Gets or sets whether to draw the minimum bounding box around the model
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.OffsetTransform">
            <summary>
            Gets the offset transformation from the origin of the world coordinate
            </summary>
            <remarks>
            If not provided, this transform will be calculated based on the following equation:
            OffsetTranslation.Translation = (MinimumBoundingBox.Min + MinimumBoundingBox.Max) / 2.
            In this case, no rotation offset will be calculated.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.OffsetToOrigin">
            <summary>
            Gets or sets whether to relocate the model to the origin. Each model has its 
            position stored in the model file, but if you want to relocate the model to the 
            origin instead of locating it based on the position stored in the file, you should
            set this to true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.IModel.TriangleCount">
            <summary>
            Gets the triangle count of this model
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.IPhysicsMeshProvider">
            <summary>
            An interface for a mesh provider for physics simulation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsMeshProvider.Vertices">
            <summary>
            Gets all of the vertices in the mesh.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsMeshProvider.Indices">
            <summary>
            Gets all of the indices that are used to construct the mesh.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsMeshProvider.PrimitiveType">
            <summary>
            Gets the primitive type of all of the triangles in the mesh.
            NOTE: If the mesh contains multiple different primitive types, then this won't work.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.#ctor(Microsoft.Xna.Framework.Matrix[],Microsoft.Xna.Framework.Graphics.ModelMeshCollection,System.Collections.Generic.List{Microsoft.Xna.Framework.Graphics.ModelMesh})">
            <summary>
            Creates a model with information loaded from a model file
            </summary>
            <param name="transforms">Transforms applied to each model meshes</param>
            <param name="mesh">A collection of model meshes</param>
            <param name="animatedMesh">
            A list of animated model meshes that can be transformed by the user
            </param>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.CalculateMinimumBoundingSphere">
            <summary>
            Calculates the minimum bounding sphere used for visibility testing against view frustum.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.CalculateTriangleCount">
            <summary>
            Calcuates the triangle count of this model.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.CalculateMinimumBoundingBox">
            <summary>
            Calculates the minimum bounding box that fits this model.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.CopyGeometry(GoblinXNA.Graphics.IModel)">
            <summary>
            Copies only the geometry (Mesh, AnimatedMesh, 
            MinimumBoundingBox, MinimumBoundingSphere, TriangleCount and Transforms)
            </summary>
            <param name="model">A source model from which to copy</param>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.UpdateAnimationTransforms(Microsoft.Xna.Framework.Matrix[])">
            <summary>
            Updates the transforms of any animated meshes.
            </summary>
            <param name="animationTransforms">
            An array of transforms applied to each AnimatedMesh model mesh
            </param>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.Render(Microsoft.Xna.Framework.Matrix,GoblinXNA.Graphics.Material)">
            <summary>
            Renders the model itself as well as the minimum bounding box if showBoundingBox
            is true. By default, SimpleEffectShader is used to render the model.
            </summary>
            <remarks>
            This function is called automatically to render the model, so do not call this method
            </remarks>
            <param name="material">Material properties of this model</param>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.Dispose">
            <summary>
            Disposes of model contents.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.UseShadows(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Renders all objects that should receive shadows here. Called from the 
            ShadowMappingShader.UseShadow method.
            </summary>
            <remarks>
            This function is called automatically to receive shadows, so do not call this method
            </remarks>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="M:GoblinXNA.Graphics.Model.GenerateShadows(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Generate shadows for this model in the generate shadows pass
            of our shadow mapping shader. All objects rendered here will
            cast shadows in our scene.
            </summary>
            <remarks>
            This function is called automatically to cast shadows, so do not call this method
            </remarks>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.Enabled">
            <summary>
            Flag indicating whether model is enabled and should be rendered. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.UseLighting">
            <summary>
            Flag reflecting whether lighting should be used when rendering this model. 
            The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.UseInternalMaterials">
            <summary>
            Gets or sets whether to use the material setting set inside the model file.
            The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.CastShadows">
            <summary>
            Gets or sets if this model can cast shadows on other objects that can receive shadows.
            The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.ReceiveShadows">
            <summary>
            Gets or sets if this model can receive shadows cast by objects that can cast shadows.
            The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.AnimatedMesh">
            <summary>
            Gets a list of model meshes that can be transformed by the user.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.MinimumBoundingBox">
            <summary>
            Gets the minimum bounding box used for display and by the physics engine.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.MinimumBoundingSphere">
            <summary>
            Gets the minimum bounding sphere that bounds this model mesh
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.OffsetTransform">
            <summary>
            Gets the offset transformation from the origin of the world coordinate.
            </summary>
            <remarks>
            If not provided, this transform will be calculated based on the following equation:
            OffsetTranslation.Translation = (MinimumBoundingBox.Min + MinimumBoundingBox.Max) / 2.
            In this case, no rotation offset will be calculated.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.OffsetToOrigin">
            <summary>
            Gets or sets whether to relocate the model to the origin. Each model has its 
            position stored in the model file, but if you want to relocate the model to the 
            origin instead of locating it based on the position stored in the file, you should
            set this to true. The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.ShowBoundingBox">
            <summary>
            Gets or sets whether to draw the minimum bounding box around the model.
            The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.TriangleCount">
            <summary>
            Gets the triangle count of this model
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.ResourceName">
            <summary>
            Gets or sets the name of the resource (asset name) used to create this model. 
            This name should not contain any extensions.
            </summary>
            <remarks>
            This information is necessary for saving and loading scene graph from an XML file.
            </remarks>
            <see cref="P:GoblinXNA.Graphics.Model.ModelLoaderName"/>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.ModelLoaderName">
            <summary>
            Gets or sets the name of the model loader if this model was loaded using a specific
            model loader.
            </summary>
            <remarks>
            This information is necessary for saving and loading scene graph from an XML file if
            the ResourceName is specified.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Graphics.Model.ShaderName">
            <summary>
            Gets or sets the name of the shader used to illuminate this model. The default value 
            is SimpleEffectShader.
            </summary>
            <remarks>
            This information is necessary for saving and loading scene graph from an XML file.
            </remarks>
        </member>
        <member name="T:GoblinXNA.Graphics.IModelLoader">
            <summary>
            Utility class for loading models
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.IModelLoader.Load(System.String,System.String)">
            <summary>
            Load model from file.
            </summary>
            <param name="path">The directory path where the model file is located</param>
            <param name="modelAssetName">The model's asset name, NOT the actual model file name</param>
            <returns></returns>
        </member>
        <member name="T:GoblinXNA.Helpers.Vector3Helper">
            <summary>
            A helper class that implements various useful static functions that the Vector3 class
            does not support. 
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.GetDimensions(Microsoft.Xna.Framework.BoundingBox)">
            <summary>
            Gets the x, y, and z dimensions of a bounding box.
            </summary>
            <param name="box"></param>
            <returns>The x, y, and z dimension of a bounding box stored in Vector3 class</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.GetVector3(Microsoft.Xna.Framework.Vector4)">
            <summary>
            Converts from Vector4 type to Vector3 type by dropping the w component.
            </summary>
            <param name="v4">A Vector4 object</param>
            <returns>A Vector3 object without the w component</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.GetNormal(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Calculate the normal perpendicular to two vectors v0->v1 and v0->v2 using right hand rule.
            </summary>
            <param name="v0"></param>
            <param name="v1"></param>
            <param name="v2"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.ToFloats(Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Converts a Vector3 object to an array of three floats in the order of x, y, and z.
            </summary>
            <param name="v3"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.ExtractAngles(Microsoft.Xna.Framework.Matrix)">
             <summary>
             http://www.codeguru.com/forum/archive/index.php/t-329530.html
             
             For a homogeneous geometrical transformation matrix, you can get the roll, pitch and yaw angles, 
             following the TRPY convention, using the following formulas:
            
              roll (rotation around z) : atan2(xy, xx)
              pitch (rotation around y) : -arcsin(xz)
              yaw (rotation around x) : atan2(yz,zz)
            
              where the matrix is defined in the form:
            
              [
               xx, yx, zx, px;
               xy, yy, zy, py;
               xz, yz, zz, pz;
               0, 0, 0, 1
              ]
             </summary>
             <param name="mat"></param>
             <returns>x=pitch, y=yaw, z=roll</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.AngleTo(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Returns Euler angles that point from one point to another.
            </summary>
            <param name="from"></param>
            <param name="location"></param>
            <remarks>
            http://www.innovativegames.net/blog/blog/2009/03/18/matrices-quaternions-and-euler-angle-vectors/
            </remarks>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.QuaternionToEulerAngleVector3(Microsoft.Xna.Framework.Quaternion)">
            <summary>
            Converts a Quaternion to Euler angles (X = Yaw, Y = Pitch, Z = Roll)
            </summary>
            <param name="rotation"></param>
            <remarks>
            http://www.innovativegames.net/blog/blog/2009/03/18/matrices-quaternions-and-euler-angle-vectors/
            </remarks>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.MatrixToEulerAngleVector3(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Converts a Rotation Matrix to a quaternion, then into a Vector3 containing
            Euler angles (X: Pitch, Y: Yaw, Z: Roll)
            </summary>
            <param name="Rotation"></param>
            <remarks>
            http://www.innovativegames.net/blog/blog/2009/03/18/matrices-quaternions-and-euler-angle-vectors/
            </remarks>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.RadiansToDegrees(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Converts Euler angles from radian format to degree format.
            </summary>
            <param name="Vector"></param>
            <remarks>
            http://www.innovativegames.net/blog/blog/2009/03/18/matrices-quaternions-and-euler-angle-vectors/
            </remarks>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.Vector3Helper.DegreesToRadians(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Converts Euler angles from degree format to radian format.
            </summary>
            <param name="Vector"></param>
            <remarks>
            http://www.innovativegames.net/blog/blog/2009/03/18/matrices-quaternions-and-euler-angle-vectors/
            </remarks>
            <returns></returns>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.Box">
            <summary>
            A box geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.PrimitiveModel">
            <summary>
            An implementation of IModel interface for models created with CustomMesh.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.PrimitiveModel.#ctor(GoblinXNA.Graphics.CustomMesh)">
            <summary>
            Creates a model with VertexBuffer and IndexBuffer.
            </summary>
            <param name="customMesh">A mesh defined with VertexBuffer and IndexBuffer</param>
        </member>
        <member name="M:GoblinXNA.Graphics.PrimitiveModel.CalculateMinimumBoundingBox">
            <summary>
            Calculates the minimum bounding box that fits this model.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.PrimitiveModel.CopyGeometry(GoblinXNA.Graphics.IModel)">
            <summary>
            Copies only the geometry (Mesh, customMesh, AnimatedMesh, 
            MinimumBoundingBox, MinimumBoundingSphere, TriangleCount and Transforms)
            </summary>
            <param name="model">A source model from which to copy</param>
        </member>
        <member name="M:GoblinXNA.Graphics.PrimitiveModel.Render(Microsoft.Xna.Framework.Matrix,GoblinXNA.Graphics.Material)">
            <summary>
            Renders the model itself as well as the minimum bounding box if showBoundingBox
            is true. By default, SimpleEffectShader is used to render the model.
            </summary>
            <remarks>
            This function is called automatically to render the model, so do not call this method
            </remarks>
            <param name="material">Material properties of this model</param>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="M:GoblinXNA.Graphics.PrimitiveModel.Dispose">
            <summary>
            Disposes of model contents.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.PrimitiveModel.UseShadows(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Renders all objects that should receive shadows here. Called from the 
            ShadowMappingShader.UseShadow method.
            </summary>
            <remarks>
            This function is called automatically to receive shadows, so do not call this method
            </remarks>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="M:GoblinXNA.Graphics.PrimitiveModel.GenerateShadows(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Generate shadows for this model in the generate shadows pass
            of our shadow mapping shader. All objects rendered here will
            cast shadows in our scene.
            </summary>
            <remarks>
            This function is called automatically to cast shadows, so do not call this method
            </remarks>
            <param name="renderMatrix">Transform of this model</param>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.Enabled">
            <summary>
            Flag indicating whether model is enabled and should be rendered. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.UseLighting">
            <summary>
            Flag reflecting whether lighting should be used when rendering this model. 
            The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.CastShadows">
            <summary>
            Gets or sets if this model can cast shadows on other objects that can receive shadows.
            The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.ReceiveShadows">
            <summary>
            Gets or sets if this model can receive shadows cast by objects that can cast shadows.
            The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.UseVertexColor">
            <summary>
            Gets or sets whether to use the vertex color instead of material information to
            render this model.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.CustomMesh">
            <summary>
            Gets the mesh defined with VertexBuffer and IndexBuffer .
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.MinimumBoundingBox">
            <summary>
            Gets the minimum bounding box used for display and by the physics engine.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.MinimumBoundingSphere">
            <summary>
            Gets the minimum bounding sphere that bounds this model mesh
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.OffsetTransform">
            <summary>
            Gets the offset transformation from the origin of the world coordinate.
            </summary>
            <remarks>
            If not provided, this transform will be calculated based on the following equation:
            OffsetTranslation.Translation = (MinimumBoundingBox.Min + MinimumBoundingBox.Max) / 2.
            In this case, no rotation offset will be calculated.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.OffsetToOrigin">
            <summary>
            Gets or sets whether to relocate the model to the origin. Each model has its 
            position stored in the model file, but if you want to relocate the model to the 
            origin instead of locating it based on the position stored in the file, you should
            set this to true. The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.ShowBoundingBox">
            <summary>
            Gets or sets whether to draw the minimum bounding box around the model.
            The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.TriangleCount">
            <summary>
            Gets the triangle count of this model
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.ShaderName">
            <summary>
            Gets or sets the name of the shader used to illuminate this model. The default value 
            is SimpleEffectShader.
            </summary>
            <remarks>
            This information is necessary for saving and loading scene graph from an XML file.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Graphics.PrimitiveModel.CustomShapeParameters">
            <summary>
            Gets or sets the parameters needed to be passed to a class that contructs a primitive
            shape. 
            </summary>
            <remarks>
            This information is necessary for saving and loading scene graph from an XML file.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Box.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Create a box with the given dimensions.
            </summary>
            <param name="xdim">X dimension</param>
            <param name="ydim">Y dimension</param>
            <param name="zdim">Z dimension</param>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Box.#ctor(System.Single)">
            <summary>
            Creates a box whose edges are the given length.
            </summary>
            <param name="length">Length of each side of the cube</param>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Box.#ctor(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Create a box with the given dimensions.
            </summary>
            <param name="dimension">Dimension of the box geometry</param>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Box.#ctor(System.String[])">
            <summary>
            Create a box from an XML input.
            </summary>
            <param name="xmlParams"></param>
        </member>
        <member name="T:GoblinXNA.Sounds.IAudioEmitter">
            <summary>
            Interface used by the AudioManager to look up the position
            and velocity of entities that can emit 3D sounds.
            </summary>
        </member>
        <member name="P:GoblinXNA.Sounds.IAudioEmitter.Position">
            <summary>
            Gets the position of the sound
            </summary>
        </member>
        <member name="P:GoblinXNA.Sounds.IAudioEmitter.Forward">
            <summary>
            Gets the forward direction of the sound (if sound source is moving)
            </summary>
        </member>
        <member name="P:GoblinXNA.Sounds.IAudioEmitter.Up">
            <summary>
            Gets the up vector of the sound
            </summary>
        </member>
        <member name="P:GoblinXNA.Sounds.IAudioEmitter.Velocity">
            <summary>
            Gets the velocity of the sound (if sound source is moving)
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InterSense.InterSense">
            <summary>
            A driver class for accessing the InterSense trackers.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.InterSense.InterSense.#ctor">
            <summary>
            A private constructor.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.InterSense.InterSense.InitAfterDeserialization">
            <summary>
            This gets called after deserialization
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.InterSense.InterSense.Initialize">
            <summary>
            Initializes InterSense tracker through serial port.
            </summary>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.InterSense.InterSense.Initialize(System.String,System.Int32)">
            <summary>
            Initializes InterSense tracker through an InterSense server. 
            </summary>
            <param name="host">The host name of the InterSense server to connect to.</param>
            <param name="port">The port number to use for the connection.</param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Device.InterSense.InterSense.CurrentStationID">
            <summary>
            Gets or sets the station ID to track. This value will affect the transformation returned
            from WorldTransformation property. If CurrentStationID is set to 2, then the transformation
            returned from WorldTransformation property is the one from station 3 (always CurrentStationID + 1).
            By default, this value is 0.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InterSense.InterSense.WorldTransformation">
            <summary>
            Gets the transformation of an InterSense tracker station defined by CurrentStationID property.
            </summary>
            <see cref="P:GoblinXNA.Device.InterSense.InterSense.CurrentStationID"/>
        </member>
        <member name="P:GoblinXNA.Device.InterSense.InterSense.OrientationVector">
            <summary>.
            Gets the raw orientation vector from the intersense station
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InterSense.InterSense.PositionVector">
            <summary>
            Gets the raw position vector from the intersense station.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InterSense.InterSense.Instance">
            <summary>
            Gets the instance of InterSense tracker.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InterSense.InterSense.StationArray">
            <summary>
            Manages the array of stations. Uses lazy allocation to allocate
            and update only stations that are actually used.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InterSense.InterSense.StationInfo">
            <summary>
            This class maintains a mapping of name->index, for use in serialization
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DPanel">
            <summary>
            A panel that can hold other 2D UI components. Each added component is drawn relative to
            its parent panel.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DComponent">
            <summary>
            The top-level class for any Goblin XNA 2D GUI.
            </summary>
            <remarks>
            Any GoblinXNA 2D GUI class should extend this class.
            </remarks>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DComponent.bounds">
            <summary>
            Original background bounds of this component
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DComponent.paintBounds">
            <summary>
            Drawing background bounds of this component. 
            NOTE: This is different from 'bounds' in case this component has a parent
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DComponent.keyInputRegistered">
            <summary>
            Indicator of whether a key input control is already associated with 
            this component
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DComponent.mouseInputRegistered">
            <summary>
            Indicator of whether a mouse input control is already associated with 
            this component
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.#ctor(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Creates a 2D GUI component with the specified rectangular bounds, background color,
            and transparency value.
            </summary>
            <param name="bounds">Rectangular background bounds of this component</param>
            <param name="bgColor">Background color of this component</param>
            <param name="alpha">Transparency value of this component [0.0f - 1.0f]. 1.0f
            meaning totally opague, and 0.0f meaning totally transparent</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.#ctor(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color)">
            <summary>
            Creates a 2D GUI component with the specified rectangular bounds and background color, and
            transparency of 1.0f.
            </summary>
            <param name="bounds">Rectangular background bounds of this component</param>
            <param name="bgColor">Background color of this component</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.#ctor(Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Creates a 2D GUI component with the specified rectangular bounds, light gray background
            color, and transparency of 1.0f.
            </summary>
            <param name="bounds">Rectangular background bounds of this component</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.#ctor">
            <summary>
            Creates a 2D GUI component with 1x1 bounds at position (0, 0), light gray background
            color, and transparency of 1.0f.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.PaintComponent">
            <summary>
            Implements how the component should be painted. 
            </summary>
            <remarks>
            This base class method paints only the background
            </remarks>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.PaintBorder">
            <summary>
            Implements how the border of the component should be painted. 
            </summary>
            <remarks>
            This base class method paints only the outer-most border
            </remarks>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.RenderWidget">
            <summary>
            Implements how this component should be rendered
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleKeyType(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Implements how a key typed event should be handled. 
            </summary>
            <param name="key">The key typed</param>
            <param name="modifier">A struct that indicates whether any of the modifier keys 
            (e.g., Shift, Alt, or Ctrl) are pressed</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleKeyPress(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Implements how a key press event should be handled. 
            </summary>
            <param name="key">The key pressed</param>
            <param name="modifier">A struct that indicates whether any of the modifier keys 
            (e.g., Shift, Alt, or Ctrl) are pressed</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleKeyRelease(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Implements how a key release event should be handled. 
            </summary>
            <param name="key">The key released</param>
            <param name="modifier">A struct that indicates whether any of the modifier keys 
            (e.g., Shift, Alt, or Ctrl) are pressed</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.RegisterMouseInput">
            <summary>
            Registers mouse input events from an existing Control. 
            NOTE: Does not allow registering mouse inputs from more than 2 sources
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.RemoveMouseInput">
            <summary>
            Removes the existing mouse input
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleMouseClick(System.Int32,Microsoft.Xna.Framework.Point)">
            <summary>
            Implements how a mouse click event should be handled 
            </summary>
            <param name="button">MouseInput.LeftButton, MouseInput.MiddleButton, 
            or MouseInput.RightButton</param>
            <param name="mouseLocation">The location in screen coordinates where 
            the mouse is clicked</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleMousePress(System.Int32,Microsoft.Xna.Framework.Point)">
            <summary>
            Implements how a mouse press event should be handled. 
            </summary>
            <param name="button">MouseInput.LeftButton, MouseInput.MiddleButton, 
            or MouseInput.RightButton</param>
            <param name="mouseLocation">The location in screen coordinates where 
            the mouse is pressed</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleMouseRelease(System.Int32,Microsoft.Xna.Framework.Point)">
            <summary>
            Implements how a mouse release event should be handled. 
            </summary>
            <param name="button">MouseInput.LeftButton, MouseInput.MiddleButton, 
            or MouseInput.RightButton</param>
            <param name="mouseLocation">The location in screen coordinates where 
            the mouse is released</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleMouseDrag(System.Int32,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
            <summary>
            Implements how a mouse drag event should be handled.
            </summary>
            <param name="button">MouseInput.LeftButton, MouseInput.MiddleButton, 
            or MouseInput.RightButton</param>
            <param name="startLocation">The start location of the mouse drag in 
            screen coordinates</param>
            <param name="currentLocation">The current location of the mouse drag 
            in screen coordinates</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleMouseMove(Microsoft.Xna.Framework.Point)">
            <summary>
            Implements how a mouse move event should be handled.
            </summary>
            <param name="mouseLocation">The current location of the mouse in 
            screen coordinates</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.HandleMouseWheel(System.Int32,System.Int32)">
            <summary>
            Implements how a mouse drag event should be handled. 
            </summary>
            <param name="delta">The difference of current mouse scroll wheel value from previous
            mouse scroll wheel value</param>
            <param name="value">The cumulative mouse scroll wheel value since the game/application
            was started</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.TestWithin(Microsoft.Xna.Framework.Point)">
            <summary>
            Tests whether the mouse is within the bounds.
            </summary>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeKeyPressedEvent(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Invokes the key press event.
            </summary>
            <param name="key">The key pressed.</param>
            <param name="modifier"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeKeyReleasedEvent(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Invokes the key release event.
            </summary>
            <param name="key">The key released.</param>
            <param name="modifier"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeKeyTypedEvent(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Invokes the key type event.
            </summary>
            <param name="key">The key typed.</param>
            <param name="modifier"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMouseClickedEvent(System.Int32,Microsoft.Xna.Framework.Point)">
            <summary>
            Invokes the mouse click event.
            </summary>
            <param name="button">The button clicked.</param>
            <param name="mouseLocation">The location where mouse is clicked in screen coordinate.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMousePressedEvent(System.Int32,Microsoft.Xna.Framework.Point)">
            <summary>
            Invokes the mouse press event.
            </summary>
            <param name="button">The button pressed.</param>
            <param name="mouseLocation">The location where mouse is pressed in screen coordinate.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMouseReleasedEvent(System.Int32,Microsoft.Xna.Framework.Point)">
            <summary>
            Invokes the mouse release event.
            </summary>
            <param name="button">The button released.</param>
            <param name="mouseLocation">The location where mouse is released in screen coordinate.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMouseEnteredEvent">
            <summary>
            Invokes the mouse enter event.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMouseExitedEvent">
            <summary>
            Invokes the mouse exit event.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMouseMoved(Microsoft.Xna.Framework.Point)">
            <summary>
            Invokes the mouse moved event.
            </summary>
            <param name="curPosition">The current position of the mouse in screen coordinate.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMouseDragged(System.Int32,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
            <summary>
            Invokes the mouse dragged event.
            </summary>
            <param name="button">The button dragged.</param>
            <param name="startPosition">The starting dragging position in screen coordinate.</param>
            <param name="curPosition">The current position of the mouse in screen coordinate.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.InvokeMouseWheelMovedEvent(System.Int32,System.Int32)">
            <summary>
            Invokes the mouse wheel moved event.
            </summary>
            <param name="delta">The diff value from the previous middle button wheel position.</param>
            <param name="value">The current value of the middle button wheel position.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComponent.ToString">
            <summary>
            Gets the name of this component
            </summary>
            <returns>Name of this component</returns>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.KeyPressedEvent">
            <summary>
            An event triggered whenever a key is pressed when this component is focused.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.KeyReleasedEvent">
            <summary>
            An event triggered whenever a key is released when this component is focused.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.KeyTypedEvent">
            <summary>
            An event triggered whenever a key is typed when this component is focused.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MouseClickedEvent">
            <summary>
            An event triggered whenever a mouse is clicked within the bound of this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MousePressedEvent">
            <summary>
            An event triggered whenever a mouse is pressed within the bound of this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MouseReleasedEvent">
            <summary>
            An event triggered whenever a mouse is released within the bound of this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MouseEnteredEvent">
            <summary>
            An event triggered whenever a mouse enters the bound of this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MouseExitedEvent">
            <summary>
            An event triggered whenever a mouse exits from the bound of this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MouseMovedEvent">
            <summary>
            An event triggered whenever a mouse is moved within the bound of this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MouseDraggedEvent">
            <summary>
            An event triggered whenever a mouse is dragged within the bound of this component.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComponent.MouseWheelMovedEvent">
            <summary>
            An event triggered whenever the middle mouse button is rotated when the mouse location is
            within the bound of this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComponent.TextFont">
            <summary>
            Gets or sets the sprite font used to display any text associated with this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComponent.KeyInputRegistered">
            <summary>
            Indicates whether a key input is already associated with this component
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComponent.MouseInputRegistered">
            <summary>
            Indicates whether a mouse input is already associated with this component
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComponent.Bounds">
            <summary>
            Gets or sets the background bounds of this component.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComponent.PaintBounds">
            <summary>
            Gets the actual painting bound. This is different from Bounds if this component has a parent.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComponent.Parent">
            <summary>
            Gets or sets the parent of this component
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">
            Throws GoblinException if non-G2DComponent is assigned
            </exception>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DPanel.#ctor">
            <summary>
            Creates a panel to hold other 2D UI components.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DPanel.AddChild(GoblinXNA.UI.UI2D.G2DComponent)">
            <summary>
            Adds a child component to this panel.
            </summary>
            <remarks>
            Note that when you add a child component, the child component will automatically inherit the following
            properties from this panel: Transparency, TextTransparency, Visible, and Enabled. If you want to have
            a different value for these properties, then you should set these property values of the child component 
            after adding to this panel. 
            </remarks>
            <param name="comp">A 2D component to be added</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DPanel.RemoveChild(GoblinXNA.UI.UI2D.G2DComponent)">
            <summary>
            Removes a child component from this panel if already added.
            </summary>
            <param name="comp">A 2D component to be removed</param>
            <returns>Whether removal succeeded</returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DPanel.RemoveChildAt(System.Int32)">
            <summary>
            Removes a child component from this panel at a specific index.
            </summary>
            <param name="i">The index where a child component will be removed</param>
            <returns>Whether removal succeeded</returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DPanel.RemoveChildren">
            <summary>
            Removes all the child components added to this panel.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DPanel.GetPreRootParent(GoblinXNA.UI.UI2D.G2DComponent)">
            <summary>
            Gets the parent right before reaching the root
            </summary>
            <param name="comp"></param>
            <returns></returns>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DPanel.ComponentAddedEvent">
            <summary>
            An event triggered whenever a component is added to this panel.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DPanel.ComponentRemovedEvent">
            <summary>
            An event triggered whenever a component is removed from this panel.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DPanel.Border">
            <summary>
            Gets or sets the border type.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DPanel.HasChildren">
            <summary>
            Gets whether this panel has any child components added.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DPanel.Children">
            <summary>
            Gets the child components added to this panel.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2DTo3D.GUI2Dto3DHelper">
            <summary>
            NOT FINISHED YET.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.Camera">
            <summary>
            Camera represents a view frustum (camera) in the 3D space.
            It describes how the viewed 3D space is transformed to a 2D surface (render window).
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Camera.#ctor">
            <summary>
            Creates a camera with vertical field of view of 45 degrees, 1.0f near clipping plane and 
            1000f far clipping plane.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Camera.#ctor(GoblinXNA.SceneGraph.Camera)">
            <summary>
            Copy constructor.
            </summary>
            <param name="cam"></param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.Translation">
            <summary>
            Gets or sets the position of this camera's view point. The default value is (0, 0, 0).
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.Rotation">
            <summary>
            Gets or sets the rotation of this camera's view point. The initial forward vector is
            (0, 0, -1) (into the display), and the up vector is (0, 1, 0).
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.View">
            <summary>
            Gets or sets the view transform.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.CameraTransformation">
            <summary>
            Gets the transformation created by composing Rotation and Translation.
            </summary>
            <remarks>
            = Matrix.CreateFromQuaternion(rotation) * Matrix.CreateTranslation(translation)
            </remarks>
            <see cref="P:GoblinXNA.SceneGraph.Camera.Translation"/>
            <seealso cref="P:GoblinXNA.SceneGraph.Camera.Rotation"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.Projection">
            <summary>
            Gets or sets the projection matrix of this camera.
            If this matrix is not set, then the project matrix is calculated by using
            the FieldOfViewY, AspectRatio, ZNearPlane, and ZFarPlane. If this matrix is set to a 
            matrix, then that matrix will be returned when accessing this value.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.FieldOfViewY">
            <summary>
            Gets or sets the vertical field of view in radians. 
            The default value is MathHelper.ToRadians(45)
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.AspectRatio">
            <summary>
            Gets or sets the aspect ratio. Default value is set to Viewport.Width / Viewport.Height
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.ZNearPlane">
            <summary>
            Gets or sets the distance of the near clipping plane from the view position.
            The default value is 1.0f.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Camera.ZFarPlane">
            <summary>
            Gets or sets the distance of the far clipping plane from the view position.
            The default value is 1000.0f;
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DTextArea">
            <summary>
            IMPLEMENTATION NOT FINISHED YET.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.TextComponent">
            <summary>
            An abstract class for 2D components that can accept textual input through the keyboard.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.#ctor(System.String,System.Int32)">
            <summary>
            Creates a text component with an initial text and number of columns (width).
            </summary>
            <param name="text">The initial text</param>
            <param name="columns">The number of characters a row can display</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.Select(System.Int32,System.Int32)">
            <summary>
            Selects the text from a start index to an end index.
            </summary>
            <param name="selectStart"></param>
            <param name="selectEnd"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.SelectAll">
            <summary>
            Selects all of the text.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.Cut">
            <summary>
            Cuts the selected text.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.Copy">
            <summary>
            Copies the selected text into the clipboard.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.Paste">
            <summary>
            Pastes a text from another source to this component.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.RenderHighlight">
            <summary>
            Renders the highlight color on the background of selected text.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.RenderCaret">
            <summary>
            Renders the caret.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.InvokeCaretUpdate(System.Object)">
            <summary>
            Invokes the caret update event.
            </summary>
            <param name="source"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.UpdateCaret(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Updates the caret position when there is a keyboard input.
            </summary>
            <param name="key"></param>
            <param name="modifier"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.TextComponent.UpdateText(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Updates the text when there is a keyboard input.
            </summary>
            <param name="key"></param>
            <param name="modifier"></param>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.TextComponent.CaretUpdateEvent">
            <summary>
            An event triggered whenever the caret position is updated.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.TextComponent.Editable">
            <summary>
            Gets or sets whether this text component is editable. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.TextComponent.Columns">
            <summary>
            Gets or sets the maximum number of characters per row. If set to less than or equal to 0, the text will be
            bounded by the width of this component. The default value is 0.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.TextComponent.FocusedColor">
            <summary>
            Gets or sets the color when this text component is focused. The default color is Color.Yellow.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.TextComponent.HighlightColor">
            <summary>
            Gets or sets the background highlight color when a text string is selected. The default color is
            Color.RoyalBlue.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.TextComponent.CaretBlinkInterval">
            <summary>
            Gets or sets the blink interval of the caret. The default value is 10.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DScrollPane">
            <summary>
            IMPLEMENTATION NOT FINISHED YET.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DComboBox">
            <summary>
            IMPLEMENTATION NOT FINISHED YET.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DComboBox.ShowPopup">
            <summary>
            Causes the combo box to display its popup window.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DComboBox.ItemStateChangedEvent">
            <summary>
            An event triggered whenever an item state changes.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComboBox.MaximumRowCount">
            <summary>
            Gets or sets the maximum number of rows this combo box displays.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DComboBox.SelectedIndex">
            <summary>
            Gets or sets the selected index in the combo box list.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.ButtonGroup">
            <summary>
            This class is used to create a multiple-exclusion scope for a set of buttons. Creating a
            set of buttons with the same ButtonGroup object means that turning "on" one of those buttons
            turns "off" all other buttons in the group. Typically, a button group contains G2DRadioButton.
            
            Initially, all buttons in the group are unselected. Once any button is selected, one button is
            always selected in the group.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ButtonGroup.#ctor">
            <summary>
            Creates a button group.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ButtonGroup.Add(GoblinXNA.UI.UI2D.ToggleButton)">
            <summary>
            Adds a two-state button to this group.
            </summary>
            <param name="button">The button to be added</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ButtonGroup.Remove(GoblinXNA.UI.UI2D.ToggleButton)">
            <summary>
            Removes a two-state button from this group.
            </summary>
            <param name="button">The button to be removed</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ButtonGroup.Clear">
            <summary>
            Reset all of the toggle buttons to be 'deselected' state.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ButtonGroup.AddActionPerformedHandler(GoblinXNA.UI.ActionPerformed)">
            <summary>
            Adds a ActionPerformed callback function to all of the group buttons.
            </summary>
            <param name="callback"></param>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ButtonGroup.Buttons">
            <summary>
            Gets a list of buttons in this group.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.SynchronizedGeometryNode">
            <summary>
            A GeometryNode that is synchronized across multiple machines over network.
            NOTE: The original GeometryNode does not implement INetworkObject anymore, so if you
            want to synchronize the transform of a GeometryNode across machines, you should use this
            node instead.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.GeometryNode">
            <summary>
            A scene graph node that holds the model geometry, physical properties, etc.
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.GeometryNode.needsToUpdateLocalLights">
            <summary>
            Indicates whether the local lights need to be updated in its shader
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.GeometryNode.#ctor(System.String)">
            <summary>
            Creates a geometry node that contains the actual geometry information required for
            rendering, physics simulation, and networking with a specified node name.
            </summary>
            <param name="name">
            The name of this geometry node (has to be unique for correct networking behavior)
            </param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.GeometryNode.#ctor">
            <summary>
            Creates a geometry node that contains the actual geometry information required for
            rendering, physics simulation, and networking.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.Model">
            <summary>
            Gets or sets the actual model used for rendering and physics simulation.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.Material">
            <summary>
            Gets or sets the material properties of this model.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.LocalLights">
            <summary>
            Gets or sets the list of local light sources that will be used for illumination.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.AddToPhysicsEngine">
            <summary>
            Gets or sets whether to add this geometry node to the physics engine.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.PhysicsStateChanged">
            <summary>
            Gets or sets whether AddToPhysicsEngine property has been changed.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.OcclusionStateChanged">
            <summary>
            Gets or sets whether IsOccluder property is changed. 
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.Physics">
            <summary>
            Gets or sets the physics properties associated with this geometry node.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.WorldTransformation">
            <summary>
            Gets the transformation of the model.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.MarkerTransform">
            <summary>
            Gets the transform updated by a marker. This information is valid only when
            at least one of its successor is a MarkerNode.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.IsRendered">
            <summary>
            Gets or sets whether this node is added to rendering routine
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.ShouldRender">
            <summary>
            Gets or sets whether this node should be rendered
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.IsOccluder">
            <summary>
            Gets or sets whether this node is used as an occluder that occludes any object
            that is rendered behind this object
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.BoundingVolume">
            <summary>
            Gets a sphere that encloses the contents of all the nodes below the current one.
            </summary>
            <remarks>
            This node itself is not included in this bounding sphere
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.ShowBoundingVolume">
            <summary>
            Gets or sets if the bounding volume (sphere) should be displayed.
            (Currently not implemented)
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.GeometryNode.IgnoreDepth">
            <summary>
            Gets or sets whether to ignore the depth buffer for drawing this geometry.
            Default value is false.
            </summary>
            <remarks>
            Anything other than the drawing (e.g., physics simulation) will still take the 
            depth into consideration even if this is set to true.
            </remarks>
        </member>
        <member name="T:GoblinXNA.Network.INetworkObject">
            <summary>
            An interface that defines the properties and methods of an object that can be sent 
            over the network.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.INetworkObject.GetMessage">
            <summary>
            Gets all of the information that needs to be sent over the network.
            </summary>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Network.INetworkObject.InterpretMessage(System.Byte[])">
            <summary>
            Interprets the information associated with this object received over the network.
            </summary>
            <param name="msg"></param>
        </member>
        <member name="P:GoblinXNA.Network.INetworkObject.Identifier">
            <summary>
            Gets an identifier of this network object (has to be unique).
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.INetworkObject.ReadyToSend">
            <summary>
            Gets or sets whether this network object is ready to be sent. This variable
            can be used for optimization to not send any objects that did not change.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.INetworkObject.Hold">
            <summary>
            Gets or sets whether to hold the information to be transferred.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.INetworkObject.Reliable">
            <summary>
            Gets or sets whether the receiver is guaranteed to receive the information
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.INetworkObject.Ordered">
            <summary>
            Gets or sets whether the receiver will receive the information in the order
            sent by the sender. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.INetworkObject.SendFrequencyInHertz">
            <summary>
            Gets or sets the frequency to send information in terms of Hz. For example,
            2 Hz means send twice per second, and 60 Hz means send 60 times per second.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SynchronizedGeometryNode.#ctor(System.String)">
            <summary>
            Creates a network object.
            </summary>
            <param name="name"></param>
            <param name="id"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SynchronizedGeometryNode.Save(System.Xml.XmlDocument)">
            <summary>
            Saves the information of this physics object to an XML element.
            </summary>
            <param name="xmlDoc">The XML document to be saved.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SynchronizedGeometryNode.Load(System.Xml.XmlElement)">
            <summary>
            Loads the information of this physics object from an XML element.
            </summary>
            <param name="xmlNode"></param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.SynchronizedGeometryNode.RequiresPrecision">
            <summary>
            Gets or sets whether the transform of this geometry node needs to be transmitted
            to the other machines with precise matrix values. If set to true, 
            MatrixHelper.ConvertToUnoptimizedBytes (more bytes - 16 floats) will be used instead of
            MatrixHelper.ConvertToOptimizedBytes (less bytes - 7 or 10 floats) to convert its transform 
            to bytes. Default value is false.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonPhysics">
            <summary>
            An implementation of the IPhysics interface using the Newton physics library developed by
            Newton Game Dynamics (http://www.newtondynamics.com).
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.IPhysics">
            <summary>
            An interface class that defines the properties and methods required for a physics engine.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.InitializePhysics">
            <summary>
            Initializes the physics engine for physical simulation.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.RestartsSimulation">
            <summary>
            Restarts the simulation from its initial state.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.AddPhysicsObject(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Adds a physics object to this physics engine for simulation.
            </summary>
            <param name="physObj">A physics object to be added</param>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.ModifyPhysicsObject(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Modifies an existing physics object's physical properties and transformation.
            </summary>
            <param name="physObj">A physics object to be modified</param>
            <param name="newTransform">A new transformation of this physics object
            (e.g. physObj.InitialWorldTransform)</param>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.RemovePhysicsObject(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Removes an existing physics object.
            </summary>
            <param name="physObj">A physics object to be removed</param>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.GetAxisAlignedBoundingBox(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Gets the axis-aligned bounding box of this physics object used in the engine.
            </summary>
            <param name="physObj">A physics object to get the axis aligned bounding box</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.GetCollisionMesh(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Gets the actual mesh used for the collision detection in a list of polygon vertices.
            </summary>
            <param name="physObj">A physics object to get the collision mesh</param>
            <returns>A list of polygon vertices (the internal list consists polygon vertices)</returns>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.Update(System.Single)">
            <summary>
            Updates the physical simulation.
            </summary>
            <param name="elapsedTime">The amount of time to proceed the simulation</param>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysics.Dispose">
            <summary>
            Disposes of the physics engine.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysics.Gravity">
            <summary>
            Gets or sets the gravity value used for this physics simulation.
            The default value is 9.8f
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysics.GravityDirection">
            <summary>
            Gets or sets the direction of gravity used for this physics simulation.
            The default value is (0, -1, 0).
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Newton1.NewtonPhysics.objectIDs">
            <summary>
            Used to keep track of the object ids that are added to the physics simulation
            e.g., objectIDs.Put("PalmTree", 3), this way, when we want to get "PalmTree" matrix
            we can do by simply calling GetMatrix("PalmTree") where GetMatrix does 
            RigidBody body = RigidBody.Upcast(world.CollisionObjects[objectIDs["PalmTree"]]);
            return body.Transform
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.#ctor">
            <summary>
            Creates an instance of the Newton physics simulation engine.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.SetTransform(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Overwrites the physics transform, which basically makes the object 'teleport' from
            its current physics transform to a new transform.
            </summary>
            <param name="physObj">An existing physics object</param>
            <param name="transform">The new transform</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.AddPhysicsMaterial(GoblinXNA.Physics.Newton1.NewtonMaterial)">
            <summary>
            Adds a physics material to this physics engine for material simulation.
            </summary>
            <param name="physMat">A physics material that defines the physical 
            material properties to be added</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.RemovePhysicsMaterial(GoblinXNA.Physics.Newton1.NewtonMaterial)">
            <summary>
            Removes an existing physics material.
            </summary>
            <param name="physMat">A physics material that defines the physical 
            material properties to be removed</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.CreateJoint(GoblinXNA.Physics.IPhysicsObject,GoblinXNA.Physics.IPhysicsObject,GoblinXNA.Physics.Newton1.JointInfo)">
            <summary>
            Creates a Newton joint object and add it to simulation.
            </summary>
            <param name="child"></param>
            <param name="parent"></param>
            <param name="info"></param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.RemoveAllJoints">
            <summary>
            Removes all of the added joints.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.Update(System.Single)">
            <summary>
            Updates the physical simulation.
            </summary>
            <param name="elapsedTime">The amount of time to advance the simulation in
            seconds</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.ApplyLinearVelocity(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Applies linear velocity to an existing physics object.
            </summary>
            <param name="physObj">An existing physics object to apply linear velocity</param>
            <param name="linearVelocity">The linear velocity</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.ApplyAngularVelocity(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Applies angular velocity to an existing physics object.
            </summary>
            <param name="physObj">An existing physics object to apply angular velocity</param>
            <param name="angularVelocity">The angular velocity</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.AddCollisionCallback(GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair,GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionCallback)">
            <summary>
            Adds a collision callback function. You need to set the CollisionPair.PhysicsObject1
            and CollisionPair.PhysicsObject2, but you shouldn't set other properties of CollisionPair.
            Other properties of CollisionPair are set automatically when it's returned from the
            CollisionCallback delegate/callback function.
            </summary>
            <remarks>
            You can't add more than one collision callback function for the same collision pair.
            </remarks>
            <param name="pair">A pair of IPhysicsObject to detect collisions</param>
            <param name="handler">The callback function to be called when the pair collides</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.RemoveCollisionCallback(GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair)">
            <summary>
            Removes an existing callback function. You need to set the CollisionPair.PhysicsObject1
            and CollisionPair.PhysicsObject2 so that it knows which collision callback to remove.
            </summary>
            <param name="pair">A pair of IPhysicsObject to detect collisions</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.RemoveAllCollisionCallbacks">
            <summary>
            Removes all of the collision callbacks.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.EnableSimulation(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Enables the simulation of an existing physics object.
            </summary>
            <param name="physObj">A physics object to enable simulation</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.DisableSimulation(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Disables the simulation of an existing physics object.
            </summary>
            <param name="physObj">A physics object to disable simulation</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.PickRayCast(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Performs raycast picking with the given near and far points.
            </summary>
            <param name="nearPoint">The near point of the pick ray</param>
            <param name="farPoint">The far point of the pick ray</param>
            <returns>A list of picked objects</returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.AddForce(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Adds extra force to an existing physics object.
            </summary>
            <param name="physObj">An existing physics object</param>
            <param name="force">The force to be added</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.AddTorque(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Adds extra torque to an existing physics object.
            </summary>
            <param name="physObj">An existing physics object</param>
            <param name="torque">The torque to be added</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetBody(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Gets the pointer to the NewtonBody type defined in the original Newton physics library.
            If not found, IntPtr.Zero is returned.
            </summary>
            <remarks>
            This can be used to interface with the Newton physics engine directly combined 
            with the NewtonWorld property which returns the NewtonWorld type. Since this class does
            not support all of the features implemented in the Newton library, this provides a way
            for you to perform advanced physics simulation.
            </remarks>
            <param name="physObj">The physics object that contains the Newton body</param>
            <see cref="P:GoblinXNA.Physics.Newton1.NewtonPhysics.NewtonWorld"/>
            <returns>A pointer to NewtonBody type if found, otherwise, IntPtr.Zero</returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetPhysicsObject(System.IntPtr)">
            <summary>
            Gets the IPhysicsObject used by Goblin XNA framework from the pointer to a NewtonBody
            used in the Newton physics library. If not found, null is returned.
            </summary>
            <param name="pNewtonBody">A pointer to a NewtonBody used in the Newton library</param>
            <returns>The physics object used in Goblin XNA framework if found, otherwise, null</returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetVelocity(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Gets the velocity of an IPhysicsObject.
            </summary>
            <param name="physObj">The physics object to get velocity</param>
            <returns>A velocity vector</returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetScale(GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Gets the scale of an IPhysicsObject.
            </summary>
            <param name="physObj">The physics object to get scale vector</param>
            <returns>A scale vector</returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetScale(System.IntPtr)">
            <summary>
            Gets the scale of an IPhysicsObject from its pointer.
            </summary>
            <param name="body"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.SetTransformCallback(GoblinXNA.Physics.IPhysicsObject,NewtonDynamics.Newton.NewtonSetTransform)">
            <summary>
            Set a user defined NewtonSetTransform callback function to be used for this physics object.
            If not specified, a default callback function will be used.
            </summary>
            <remarks>
            This is an advanced functionality. We do not recommend using this method unless you know
            what exactly to do with the returned transform from Newton physics.
            </remarks>
            <param name="physObj"></param>
            <param name="callback"></param>
            <see cref="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetPhysicsObject(System.IntPtr)"/>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.SetApplyForceAndTorqueCallback(GoblinXNA.Physics.IPhysicsObject,NewtonDynamics.Newton.NewtonApplyForceAndTorque)">
            <summary>
            Set a user defined NewtonApplyForceAndTorque callback function to be used for this 
            physics object. If not specified, a default callback function will be used.
            </summary>
            <remarks>
            This is an advanced functionality. We do not recommend using this method unless you know
            how exactly you want to manipulate the force and torque calculation.
            </remarks>
            <param name="physObj"></param>
            <param name="callback"></param>
            <see cref="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetPhysicsObject(System.IntPtr)"/>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.SetTreeCollisionCallback(GoblinXNA.Physics.IPhysicsObject,NewtonDynamics.Newton.NewtonTreeCollision)">
            <summary>
            Set a user defined NewtonTreeCollision callback function to be used for this 
            physics object. If not specified, null will be passed.
            </summary>
            <param name="?"></param>
            <param name="callback"></param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetClosestPoint(GoblinXNA.Physics.IPhysicsObject,GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
            <summary>
            Calculates the closest point between two physics object.
            </summary>
            <param name="objA">A physics object to calculate the closest point</param>
            <param name="objB">Another physics object to calculate the closest point</param>
            <param name="contactA">The closest point to objA</param>
            <param name="contactB">The closest point to objB</param>
            <param name="normalAB">The separating vector normal</param>
            <returns>1 if the two objects are disjoint and the closest point can be found. 
            0 if the two objects are intersecting.</returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetNewtonCollision(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Gets the newton collision type based on the physics object properties (mostly depends on
            the Shape, ShapeData, and Model properties)
            </summary>
            <param name="physObj"></param>
            <param name="scale"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetMomentOfInertia(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Vector3,System.IntPtr)">
            <summary>
            Gets the moment of inertia for certain shapes.
            </summary>
            <param name="physObj"></param>
            <param name="scale"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.Gravity">
            <summary>
            Gets or sets the gravity applied to all of the objects in the world.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.WorldSize">
            <summary>
            Gets or sets the bound of the physics world where simulation is performed
            </summary>
            <remarks>
            Newton's original physics world bound is (-100, -100, -100) to (100, 100, 100)
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.NewtonWorld">
            <summary>
            Gets the pointer to the NewtonWorld type defined in the Newton physics library.
            </summary>
            <remarks>
            This can be used to interface with the Newton physics engine directly combined 
            with the GetBody method which returns the NewtonBody type. Since this class does
            not support all of the features implemented in the Newton library, this provides a way
            for you to perform advanced physics simulation.
            </remarks>
            <see cref="M:GoblinXNA.Physics.Newton1.NewtonPhysics.GetBody(GoblinXNA.Physics.IPhysicsObject)"/>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.GravityDirection">
            <summary>
            Gets or sets the direction in which the gravity is applied.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.MaxSimulationSubSteps">
            <summary>
            Gets or sets the maximum number of sub steps for physics
            simulation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.SimulationTimeStep">
            <summary>
            Gets or sets how much time to step for each physics simulation. The default value is 
            0.016 (60Hz).
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.UseBoundingBox">
            <summary>
            True if we want to speed up the physics simulation by using bounding box
            collision detection instead of triangle mesh collision detection
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.PauseSimulation">
            <summary>
            Gets or sets whether to pause the simulation.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair">
            <summary>
            A structure class that defines the properties of two collided physics objects
            including the collision points, collision normals, and so on.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.#ctor(GoblinXNA.Physics.IPhysicsObject,GoblinXNA.Physics.IPhysicsObject)">
            <summary>
            Creates a pair of objects for detecting the collision event between these two objects
            </summary>
            <param name="colObj1"></param>
            <param name="colObj2"></param>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.CollisionObject1">
            <summary>
            Gets the first collision object of the pair
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.CollisionObject2">
            <summary>
            Gets the second collision object of the pair
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.MaxSize">
            <summary>
            Gets or sets the maximum number of elements in contacts, normals, and penetration.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.ContactPoints">
            <summary>
            Gets the number of contact points.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.Normals">
            <summary>
            Gets a list of at least MaxSize vectors to contain the collision contact normals. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.Contacts">
            <summary>
            Gets a list of at least MaxSize vectors to contain the collision contact points. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionPair.Penetration">
            <summary>
            Gets a list of at least MaxSize floats to contain the collision penetration at each contact.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonPhysics.CollisionCallback">
            <summary>
            A delegate/callback function that defines what to do when two physics object collide.
            </summary>
            <param name="pair">The pair that collided, and it contains the detailed information of
            the collision including the collision points and normals</param>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.Disk">
            <summary>
            A disk geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Disk.#ctor(System.Single,System.Single,System.Int32,System.Boolean)">
            <summary>
            Creates a disk or annulus on the y = 0 plane. The disk has a radius of outer, and 
            contains a concentric circular hole with a radius of inner. If inner is 0, 
            then no hole is generated. The disk is subdivided around the Y axis into radial slices 
            (like pizza slices)
            </summary>
            <param name="inner">Specifies the inner radius of the disk (may be 0).</param>
            <param name="outer">Specifies the outer radius of the disk. Must be larger than
            the 'inner' radius</param>
            <param name="slices">Specifies the number of subdivisions around the Y axis. Must be
            larger than 2.</param>
            <param name="twoSided">Specifies whether to render both front and back side</param>
        </member>
        <member name="T:GoblinXNA.Device.Capture.HalfResizer">
            <summary>
            An implementation of IResizer that resizes the image to half width and half height.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.IResizer">
            <summary>
            An interface for resizing an image.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.IResizer.ResizeImage(System.IntPtr,Microsoft.Xna.Framework.Vector2,System.IntPtr@,System.Int32)">
            <summary>
            Resizes the original image and store the resized image in the given memory address pointed by
            resizedImagePtr.
            </summary>
            <param name="origImagePtr">The pointer that contains the address of the original image.</param>
            <param name="origSize">The size of the original image.</param>
            <param name="resizedImagePtr">The pointer that contains the address of the resized image.</param>
            <param name="bpp">Bits per pixel</param>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IResizer.ScalingFactor">
            <summary>
            Gets the scaling factor applied to the original image.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.LODNode">
            <summary>
            A scene graph node that is used to render a geometric model with different level of
            details depending on the distance of the model from the viewer. 
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.LODNode.#ctor(System.String,System.Collections.Generic.List{GoblinXNA.Graphics.IModel})">
            <summary>
            Creates a LOD (Level Of Detail) node that holds a list of models with different level
            of details. 
            </summary>
            <param name="name">
            The name of this node (has to be unique for correct networking behavior)
            </param>
            <param name="models">
            A list of models with different level of details
            </param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.LODNode.#ctor(System.Collections.Generic.List{GoblinXNA.Graphics.IModel})">
            <summary>
            Creates a LOD (Level Of Detail) node that holds a list of models with different level
            of details. 
            </summary>
            <param name="models">A list of models with different level of details</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.LODNode.Update(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Updates the level of details using the given camera (viewer) location. 
            </summary>
            <param name="cameraLocation"></param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LODNode.Models">
            <summary>
            Gets or sets a set of models with different level of details to use.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LODNode.LevelOfDetail">
            <summary>
            Gets or sets current level of detail. Default value is 0. The value has to be
            between 0 and number of models - 1 (Models.Count - 1). 
            </summary>
            <remarks>
            If AutoComputerLevelOfDetail is set to true, then setting this value would NOT
            take effect. 
            </remarks>
            <exception cref="T:GoblinXNA.GoblinException">If level of detail is out of range</exception>
            <see cref="P:GoblinXNA.SceneGraph.LODNode.AutoComputeLevelOfDetail"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LODNode.AutoComputeLevelOfDetail">
            <summary>
            Gets or sets whether to automatically compute the appropriate level of details
            to use based on the distances set in AutoComputeDistances.
            </summary>
            <remarks>
            You have to also set AutoComputeDistances if you set this value to true.
            </remarks>
            <see cref="P:GoblinXNA.SceneGraph.LODNode.AutoComputeDistances"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LODNode.AutoComputeDistances">
            <summary>
            Gets or sets the distances to use to switch among different level of details
            automatically when AutoComputeLevelOfDetail is set to true. The number of distances
            should be (Models.Count - 1).
            </summary>
            <remarks>
            If there are four models and the AutoComputeDistances is set to {5, 10, 20}, then when
            the distance (dist) between the viewer and the model is:
            [0 - 5], the first model is used;
            [5 - 10], the second model is used;
            [10 - 20], the third model is used;
            [20 - infinity], the fourth model is used.
            </remarks>
            <exception cref="T:GoblinXNA.GoblinException">If number of distances is incorrect</exception>
            <see cref="P:GoblinXNA.SceneGraph.LODNode.AutoComputeLevelOfDetail"/>
        </member>
        <member name="F:GoblinXNA.Graphics.LightType.Point">
            <summary>
            A point source is defined as a single point in space. The intensity of the light is
            attenuated with three attenuation coefficients. 
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.LightType.Directional">
            <summary>
            A directional source is described by the direction in which it is pointing, and 
            is useful for modeling a light source that is effectively infinitely far away from 
            the objects it illuminates.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.LightType.SpotLight">
            <summary>
            A spotlight is useful for creating dramatic localized lighting effects. It is defined 
            by its position, the direction in which it is pointing, and the width of the beam of 
            light it produces.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.LightSource">
            <summary>
            Light sources are used to illuminate the world.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.LightSource.#ctor">
            <summary>
            Creates a light source with default configurations (see each field for the default values)
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.LightSource.#ctor(GoblinXNA.Graphics.LightSource)">
            <summary>
            Copy constructor
            </summary>
            <param name="light"></param>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Type">
            <summary>
            Gets or sets the type of this light (Point, Directional, or SpotLight) 
            The default value is LightType.Directional.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Enabled">
            <summary>
            Gets or sets whether this light source is enabled. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Diffuse">
            <summary>
            Gets or sets the diffuse component of this light. The default value is Color.Black.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Specular">
            <summary>
            Gets or sets the specular component of this light. The default value is Color.Black.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Position">
            <summary>
            Gets or sets the position of this light source. This property is used only for Point
            and SpotLight types. The default value is new Vector3().
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Direction">
            <summary>
            Gets or sets the direction of this light source. This property is used
            only for Directional and SpotLight types. The default value is vector (-1, -1, -1).
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Attenuation0">
            <summary>
            Gets or sets the zero-th degree attenuation coefficient for estimating light energy attenuation. 
            This property is used only for Point and SpotLight types. The default value is 0.01f.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Attenuation1">
            <summary>
            Gets or sets the first degree attenuation coefficient for estimating light energy attenuation. 
            This property is used only for Point and SpotLight types. The default value is 0.1f.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Attenuation2">
            <summary>
            Gets or sets the second degree attenuation coefficient for estimating light energy attenuation. 
            This property is used only for Point and SpotLight types. The default value is 0.0f.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.InnerConeAngle">
            <summary>
            Gets or sets the inner radius of the spotlight where the light begins to be attenuated. 
            This property is used only for SpotLight type. The default value is 0.2f * PI (36 degrees).
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.OuterConeAngle">
            <summary>
            Gets or sets the outer radius of the spotlight where the light intensity (ambient) is zero. 
            The default value is 0.3f * PI (54 degrees).
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.LightSource.Range">
            <summary>
            Gets or sets the effective range of this light source. This property is used only for
            Point and SpotLight types. The default value is 500.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.CameraNode">
            <summary>
            A scene graph node that holds the camera properties of the viewer.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.CameraNode.#ctor(System.String,GoblinXNA.SceneGraph.Camera)">
            <summary>
            Creates a scene graph node that holds the camera properties of the viewer with a specified
            node name.
            </summary>
            <param name="name">The name of this camera node</param>
            <param name="camera">The actual camera properties associated with this node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.CameraNode.#ctor(GoblinXNA.SceneGraph.Camera)">
            <summary>
            Creates a scene graph node that holds the camera properties of the viewer.
            </summary>
            <param name="camera"></param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.Camera">
            <summary>
            Gets or sets the actual camera class associated with this node.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.CompoundViewMatrix">
            <summary>
            Gets the view matrix of the mono (non-stereo) camera.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.WorldTransformation">
            <summary>
            Gets the world transformation of the viewer.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.LeftCompoundViewMatrix">
            <summary>
            Gets the view matrix of the left eye of the stereo camera.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If non-stereo camera is used</exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.RightCompoundViewMatrix">
            <summary>
            Gets the view matrix of the right eye of the stereo camera.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If non-stereo camera is used</exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.Stereo">
            <summary>
            Gets whether the camera is a stereo camera.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.BoundingFrustum">
            <summary>
            Gets the camera frustum that is defined with top, bottom, left, right, near, and
            far clipping planes.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.LeftBoundingFrustum">
            <summary>
            Gets the camera frustum of the left eye for a stereo camera.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If non-stereo camera is used</exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.CameraNode.RightBoundingFrustum">
            <summary>
            Gets the camera frustum of the right eye for a stereo camera.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If non-stereo camera is used</exception>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.SpinnerModel">
            <summary>
            A data model interface to be used with G2DSpinner class.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.SpinnerModel.InvokeStateChangedEvent(System.Object)">
            <summary>
            Invokes the state changed event.
            </summary>
            <param name="source">The class that invoked this method.</param>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.SpinnerModel.Value">
            <summary>
            Gets or sets the current value of the model.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.SpinnerModel.NextValue">
            <summary>
            Gets the object in the sequence that comes after the object returned by Value property.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.SpinnerModel.PreviousValue">
            <summary>
            Gets the object in the sequence that comes before the object returned by Value property.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.SpinnerModel.StateChangedEvent">
            <summary>
            An event triggered whenever the state of the spinner changes.
            </summary>
        </member>
        <member name="T:GoblinXNA.Shaders.ParticleShader">
            <summary>
            An implementation of a simple particle effect shader. The implementation is based on the
            Particle 3D tutorial from the XNA Creators Club website (http://creators.xna.com).
            </summary>
        </member>
        <member name="M:GoblinXNA.Shaders.ParticleShader.#ctor">
            <summary>
            Creates a particle effect shader with default effect file (ParticleEffect.fx).
            </summary>
        </member>
        <member name="M:GoblinXNA.Shaders.ParticleShader.#ctor(System.String)">
            <summary>
            Creates a particle effect shader with custom effect file.
            </summary>
            <param name="effectFile"></param>
        </member>
        <member name="T:GoblinXNA.SceneGraph.TrackerNode">
            <summary>
            A scene graph node that handles 6DOF tracking devices.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TrackerNode.#ctor(System.String,System.String)">
            <summary>
            Creates a tracker node with the given 6DOF device identifier (see InputMapper class
            for the identifier strings).
            </summary>
            <param name="name">The name of this node</param>
            <param name="deviceIdentifier">The 6DOF device identifier (see InputMapper class)</param>
            <exception cref="T:GoblinXNA.GoblinException">If the given device identifier is not a 6DOF device</exception>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TrackerNode.#ctor(System.String)">
            <summary>
            Creates a tracker node with the given 6DOF device identifier (see InputMapper class
            for the identifier strings).
            </summary>
            <param name="deviceIdentifier">The 6DOF device identifier (see InputMapper class)</param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TrackerNode.DeviceIdentifier">
            <summary>
            Gets or sets the 6DOF device identifier (see InputMapper class for the identifier strings)
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If the given device identifier is not a 6DOF device</exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TrackerNode.Smoother">
            <summary>
            Gets or sets the smoothing filter to apply to the transformation returned from the
            6DOF device.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TrackerNode.Predictor">
            <summary>
            Gets or sets the prediction filter to apply to the transformation returned from the
            6DOF device.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TrackerNode.WorldTransformation">
            <summary>
            Gets the tranformation of the 6DOF tracker.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.Capsule">
            <summary>
            A capsule geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Capsule.#ctor(System.Single,System.Single,System.Int32)">
            <summary>
            Creates a capsule (a cylinder with hemisphere caps) oriented along the Y axis. 
            If the height is less than radius * 2, then the height is clamped to radius * 2.
            </summary>
            <param name="radius">The radius of the hemisphere caps</param>
            <param name="height">The height of the capsule (including the hemisphere caps).
            If less than radius * 2, them clamped to radius * 2</param>
            <param name="slices">The number of subdivisions around the Y axis (similar to lines 
            of longitude). This has to be greater than 4 and less than 101.</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleKeyPress">
            <summary>
            A delegate/callback function that defines what to do when a key is pressed.
            </summary>
            <param name="key">The key pressed</param>
            <param name="modifier">A struct that indicates whether any of the modifier keys 
            (e.g., Shift, Alt, or Ctrl) are pressed</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleKeyRelease">
            <summary>
            A delegate/callback function that defines what to do when a key is released.
            </summary>
            <param name="key">The key released</param>
            <param name="modifier">A struct that indicates whether any of the modifier keys 
            (e.g., Shift, Alt, or Ctrl) are pressed</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleKeyType">
            <summary>
            A delegate/callback function that defines what to do when a key is typed.
            </summary>
            <param name="key">The key typed</param>
            <param name="modifier">A struct that indicates whether any of the modifier keys 
            (e.g., Shift, Alt, or Ctrl) are pressed</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.KeyModifier">
            <summary>
            A struct that defines whether any of the modifier keys (e.g., Shift, Alt, or Ctrl) 
            are held down.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.KeyModifier.ShiftKeyPressed">
            <summary>
            Shift key is held down
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.KeyModifier.AltKeyPressed">
            <summary>
            Alt key is held down
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.KeyModifier.CtrlKeyPressed">
            <summary>
            Ctrl key is held down
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Generic.KeyboardEventType">
            <summary>
            An enum that defines the keyboard event type.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Generic.KeyboardInput">
             <summary>
             A helper class for handling the keyboard input. This class wraps the functionalities provided
             by XNA's KeyboardState class. Keyboard events are handled based on interrupt method (callback
             functions), rather than the polling method (XNA's KeyboardState), so that the developer doesn't need to 
             poll the status of the keyboard state every frame by herself/himself.
             </summary>
             <example>
             An example of adding a keyboard type event handler:
             
             KeyboardInput.Instance.KeyTypeEvent += new HandleKeyType(KeyTypeHandler);
            
             private void KeyTypeHandler(Microsoft.Xna.Framework.Input.Keys key, KeyModifier modifier)
             {
                //Insert your key type handling code here
                if(key == Keys.A)
                {
                    ....
                }
             }
             </example>
             <remarks>
             KeyboardInput is a singleton class, so you should access this class through Instance property.
             </remarks>
        </member>
        <member name="T:GoblinXNA.Device.InputDevice">
            <summary>
            An interface that defines the properties and methods for any input device.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.InputDevice.Update(Microsoft.Xna.Framework.GameTime,System.Boolean)">
            <summary>
            Updates the state of this input device
            </summary>
            <param name="gameTime"></param>
            <param name="deviceActive"></param>
        </member>
        <member name="M:GoblinXNA.Device.InputDevice.TriggerDelegates(System.Byte[])">
            <summary>
            Triggers the callback functions specified in this InputDevice programatically.
            </summary>
            <param name="data"></param>
        </member>
        <member name="M:GoblinXNA.Device.InputDevice.Dispose">
            <summary>
            Disposes this input device.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InputDevice.Identifier">
            <summary>
            Gets a unique identifier of this input device
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InputDevice.IsAvailable">
            <summary>
            Gets whether this input device is available to use
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.KeyboardInput.keyboardState">
            <summary>
            Keyboard state, set every frame in the Update method.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.KeyboardInput.keysPressedLastFrame">
            <summary>
            Keys pressed last frame, for comparison if a key was just pressed.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Generic.KeyboardInput.#ctor">
            <summary>
            A private constructor.
            </summary>
            <remarks>
            Don't instantiate this constructor.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Device.Generic.KeyboardInput.IsSpecialKey(Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Checks whether 'key' is a special key.
            </summary>
            <param name="key"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Generic.KeyboardInput.IsKeyModifier(Microsoft.Xna.Framework.Input.Keys)">
            <summary>
            Checks whether 'key' is a modifier key.
            </summary>
            <param name="key"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Generic.KeyboardInput.KeyToChar(Microsoft.Xna.Framework.Input.Keys,System.Boolean)">
            <summary>
            Convers a 'key' to a char.
            </summary>
            <remarks>
            If the keys are mapped other than on a default QWERTY keyboard, this method will not 
            work properly. Most keyboards will return the same for A-Z and 0-9, but the special 
            keys might be different. 
            </remarks>
            <param name="key"></param>
            <param name="shiftPressed"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Generic.KeyboardInput.TriggerDelegates(System.Byte[])">
            <summary>
            Triggers the key event callback functions programatically with the given byte data
            array. Use the GetNetworkData(KeyboardEventType, Keys, KeyModifier) function to convert 
            each of the keyboard events and the necessary information (e.g., key) to a byte array.
            </summary>
            <see cref="M:GoblinXNA.Device.Generic.KeyboardInput.GetNetworkData(GoblinXNA.Device.Generic.KeyboardEventType,Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)"/>
            <param name="data">An array of bytes containing specific data used to trigger
            the key event callback functions</param>
        </member>
        <member name="M:GoblinXNA.Device.Generic.KeyboardInput.GetNetworkData(GoblinXNA.Device.Generic.KeyboardEventType,Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            Converts the keyboard event type, the key, and the modifier keys' information 
            to an array of bytes so that it can be sent over the network.
            </summary>
            <param name="type">Press, Release, or Type</param>
            <param name="key">The key</param>
            <param name="modifier">A struct that indicates whether any of the modifier 
            keys are held down</param>
            <returns></returns>
        </member>
        <member name="E:GoblinXNA.Device.Generic.KeyboardInput.KeyPressEvent">
            <summary>
            An event to add or remove key press delegate/callback functions
            </summary>
        </member>
        <member name="E:GoblinXNA.Device.Generic.KeyboardInput.KeyReleaseEvent">
            <summary>
            An event to add or remove key release delegate/callback functions
            </summary>
        </member>
        <member name="E:GoblinXNA.Device.Generic.KeyboardInput.KeyTypeEvent">
            <summary>
            An event to add or remove key type delegate/callback functions
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.KeyboardInput.OnlyHandleWhenFocused">
            <summary>
            Gets or sets whether to only handle keyboard events when the application window is focused.
            </summary>
            <remarks>Default value is true</remarks>
        </member>
        <member name="P:GoblinXNA.Device.Generic.KeyboardInput.InitialRepetitionWait">
            <summary>
            Gets or sets how long it should wait initially beforing repeating the same key type
            when a key is held down
            </summary>
            <remarks>The wait time is in milliseconds. Default value is 500 ms.</remarks>
        </member>
        <member name="P:GoblinXNA.Device.Generic.KeyboardInput.RepetitionWait">
            <summary>
            Gets or sets how long it should wait after the initial wait time before repeating 
            the same key type when a key is held down
            </summary>
            <remarks>The wait time is in milliseconds. Default value is 100 ms.</remarks>
        </member>
        <member name="P:GoblinXNA.Device.Generic.KeyboardInput.Instance">
            <summary>
            Gets the instantiation of KeyboardInput class.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.DCam.TDVCameraPoint">
            <summary>
            Represents a point in 3D space. The coordinate system is right handed with +X to the
            camera's right and +Y to the camera's down.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.DCam.TDVImagePoint">
            <summary>
            Represents a point in image space. 'D' is the depth value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVImagePoint.D">
            <summary>
            Depth value
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.DCam.TDVHead">
            <summary>
            Represents the tracked head information
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVHead.Confidence">
            <summary>
            Confidence value of the head detection. Ranges [0.0,1.0].
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVHead.Radius">
            <summary>
            The radius of the detected head [pixels]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVHead.HeadPos">
            <summary>
            Position of the hand center
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraParams.ImageWidth">
            <summary>
            Number of rows (Y)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraParams.ImageHeight">
            <summary>
            Number of columns (X)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraParams.FocalLength">
            <summary>
            Focal length [mm]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraParams.PixelWidth">
            <summary>
            Pixel width of sensor [mm]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraParams.PixelHeight">
            <summary>
            Pixel height of sensor [mm]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraParams.XOpticalCenter">
            <summary>
            The optical center, horizontal direction [pixels]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraParams.YOpticalCenter">
            <summary>
            The optical center, vertical direction [pixels]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraWindowParams.WindowWidth">
            <summary>
            in cm
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVCameraWindowParams.WindowDistance">
            <summary>
            in cm
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyCapture">
            <summary>
            A camera driver class for Point Grey Research firefly/dragonfly cameras.
            (This class is provided by Point Grey Research)
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.PointGrey.PGRFlyCapture.#ctor">
            <summary>
            Creates a camera driver for Point Grey Research firefly/dragong fly cameras.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.PointGrey.PGRFlyCapture.Initialize(System.Int32,GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate,GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode,System.Boolean)">
            <summary>
            Initializes the camera driver
            </summary>
            <param name="cameraIndex">If only one Point Grey camera is connected, then use '0'. 
            If more than one Point Grey cameras connected, then use between '0' and 'number of 
            Point Grey cameras connected - 1'</param>
            <param name="frameRate">The frame rate you desire</param>
            <param name="videoMode"></param>
            <param name="grayscale"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.PointGrey.PGRFlyCapture.GrabRGBImage(System.IntPtr)">
            <summary>
            Grabs
            </summary>
            <param name="camImage"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Device.Capture.PointGrey.PGRFlyCapture.CameraModel">
            <summary>
            The model of the camera
            </summary>
            <seealso cref="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule"/>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "P:GoblinXNA.Device.Capture.PointGrey.PGRFlyCapture.CameraType" ignoriert -->
        <member name="T:GoblinXNA.Device.Capture.DepthCameraCapture">
            <summary>
            A video capture class that uses the 3DV Systems depth camera library. This is only for 3DV
            depth camera cameras.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.IVideoCapture">
            <summary>
            A video capture interface for accessing cameras. Any video decoding class should implement this interface.
            </summary>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "M:GoblinXNA.Device.Capture.IVideoCapture.InitVideoCapture(System.Int32,GoblinXNA.Device.Capture.FrameRate,GoblinXNA.Device.Capture.Resolution,GoblinXNA.Device.Capture.ImageFormat,System.Boolean)" ignoriert -->
        <member name="M:GoblinXNA.Device.Capture.IVideoCapture.GetImageTexture(System.Int32[],System.IntPtr@)">
            <summary>
            Gets an array of video image pixels in Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr32 
            format. The size is CameraWidth * CameraHeight.
            </summary>
            <param name="copyToImagePtr">The pointer where to copy the video image so that the
            marker tracker library can use it to process the image and detect marker transformations.
            Pass IntPtr.Zero if you don't need to get back the pointer.</param>
            <param name="returnImage">An array of int in which the video pixels are copied to. Pass null
            if you don't need the int[] image.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.IVideoCapture.Dispose">
            <summary>
            Disposes the video capture device.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.Width">
            <summary>
            Gets the camera width in pixels.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.Height">
            <summary>
            Gets the camera height in pixels.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.FocalPoint">
            <summary>
            Gets the focal point of this camera.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.VideoDeviceID">
            <summary>
            Gets the video device ID.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.GrayScale">
            <summary>
            Gets whether to use grayscale.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.Format">
            <summary>
            Gets the image pointer format.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.MarkerTrackingImageResizer">
            <summary>
            Gets or sets the image resizer for the image pointer passed to the marker tracking. You can pass
            a different resolution to the marker tracking process from the resolution of the rendered video image
            by setting this resizer. If not set, which is by default, then the same resolution from the rendered image
            is used for the marker tracking. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.RenderFormat">
            <summary>
            Gets the information whether certain image operation needs to be applied to the rendered
            video image on the background.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.IVideoCapture.Initialized">
            <summary>
            Gets whether the device is initialized.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DepthCameraCapture.depthCam">
            <summary>
            3DV Systems Depth Camera interface
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DepthCameraCapture.failureCount">
            <summary>
            Used to count the number of times it failed to capture an image
            If it fails more than certain times, it will assume that the video
            capture device can not be accessed
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DepthCameraCapture.#ctor">
            <summary>
            Creates a video capture using the DirectShow library.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DepthCameraCapture.GetImagePtr">
            <summary>
            Gets a pointer to the memory where the image returned by the 3DV System's Depth Camera
            library.
            </summary>
            <remarks>
            Use this method only if the DepthCamera_3DVS (3DV System Depth Camera) library is used.
            </remarks>
            <exception cref="T:System.ArgumentException"></exception>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DepthCameraCapture.DepthCamera">
            <summary>
            Gets the 3DV System's depth camera.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.Scene">
            <summary>
            The most important class in Goblin XNA that handles 3D scene processing and rendering.
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.rootNode">
            <summary>
            The root node of this scene graph
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.nodeTable">
            <summary>
            A hash table that stores Node objects with their names as the keys
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.opaqueGroup">
            <summary>
            A list of geometry nodes that are opaque (same as nodeRenderGroups but in
            a 1dimensional list for easy searching)
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.renderGroups">
            <summary>
            A list of boolean values indicating whether nodes with certain groupID should
            be rendered
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.transparentGroup">
            <summary>
            A list of geometry nodes that are transparent
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.transparencySortOrder">
            <summary>
            A comparer for sorting the drawing order of transparent geometries
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.needTransparencySort">
            <summary>
            Indicates whether the transparent nodes should be re-sorted
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.occluderGroup">
            <summary>
            A list of geometry nodes that function as occluders
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.renderedEffects">
            <summary>
            A list of particle effects that need to be rendered
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.cameraNode">
            <summary>
            The current camera node associated with this scene graph
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.physicsEngine">
            <summary>
            The physics engine implementation used in this scene graph
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.globalLights">
            <summary>
            A list of global light sources in this scene graph
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.needsToUpdateGlobalLighting">
            <summary>
            Indicates whether we need to pass lighting info to shaders to update them
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.markerTracker">
            <summary>
            The marker tracker object
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.videoCaptures">
            <summary>
            The video capture object
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.renderAabb">
            <summary>
            Used for physics engine debugging
            </summary>
        </member>
        <member name="F:GoblinXNA.SceneGraph.Scene.renderLeftView">
            <summary>
            For stereo rendering
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.#ctor(Microsoft.Xna.Framework.Game)">
            <summary>
            Creates a 3D scene.
            </summary>
            <param name="mainGame">The main Game class</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.UpdateParticleEffects(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Updates the particle effects added in the scene graph.
            </summary>
            <param name="gameTime"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.PrepareSceneForRendering">
            <summary>
            Prepares the scene for rendering by traversing the entire scene graph using pre-order traversal.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.IsWithinViewFrustum(Microsoft.Xna.Framework.BoundingSphere)">
            <summary>
            Tests whether a bounding sphere is within the viewing frustum of the current active camera
            </summary>
            <param name="boundingVolume"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RecursivePrepareForRendering(GoblinXNA.SceneGraph.Node,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,System.Boolean)">
            <summary>
            Recursively traverses the scene graph using pre-order traversal.
            </summary>
            <param name="node"></param>
            <param name="parentWorldTransformation"></param>
            <param name="markerTransform"></param>
            <param name="calculateAll"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RecursivelyRemoveFromScene(GoblinXNA.SceneGraph.Node)">
            <summary>
            Recursively removes a node and all of its children from the scene graph.
            </summary>
            <param name="node"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.AddToOpaqueGroup(GoblinXNA.SceneGraph.GeometryNode)">
            <summary>
            Adds a geometry node to the render group with opaque material.
            </summary>
            <param name="node"></param>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "M:GoblinXNA.SceneGraph.Scene.AddToTransparencyGroup(GoblinXNA.SceneGraph.GeometryNode)" ignoriert -->
        <member name="M:GoblinXNA.SceneGraph.Scene.AddToOccluderGroup(GoblinXNA.SceneGraph.GeometryNode)">
            <summary>
            Add a geometry node to the occluder group. The occluder group contains geometry nodes
            that are defined as a occluder object (GeometryNode.IsOccluder == true).
            </summary>
            <param name="node"></param>
            <remarks>In VRScene, occlusion doesn't make sense, so added to render group</remarks>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RemoveFromRenderedGroups(GoblinXNA.SceneGraph.GeometryNode)">
            <summary>
            Removes a geometry node from the scene graph
            </summary>
            <param name="node">A geometry node to be removed</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RenderShadows(System.Collections.Generic.List{GoblinXNA.Graphics.LightSource})">
            <summary>
            Renders the shadows.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RenderSceneGraph(System.Collections.Generic.List{GoblinXNA.Graphics.LightSource})">
            <summary>
            Renders the scene.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.InitializeVideoImageSize(System.Int32,GoblinXNA.Device.Capture.IVideoCapture)">
            <summary>
            Initializes the sizes of the buffered video image holders. 
            </summary>
            <param name="id">Either 0 (left eye) or 1 (right eye). Should be 0 if mono.</param>
            <param name="videoDevice"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.InitializeVideoPointerSize(GoblinXNA.Device.Capture.IVideoCapture)">
            <summary>
            Initilizes the sizes of the bufferd video image pointers.
            </summary>
            <param name="videoDevice"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.UpdateTracker">
            <summary>
            Updates the optical marker tracker as well as the video image
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.UpdateTrackerAndImage">
            <summary>
            Updates the optical marker tracker as well as the video image
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.SetTextureData(System.Int32)">
            <summary>
            Sets the video texture data.
            </summary>
            <param name="id"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.AddAabbLine(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.BoundingBox)">
            <summary>
            Renders the axis-aligned bounding box obtained from the physics engine for each
            GeometryNode added to the physics engine for debugging.
            </summary>
            <param name="worldTransform"></param>
            <param name="aabb"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.AddColMeshLine(Microsoft.Xna.Framework.Matrix,System.Collections.Generic.List{System.Collections.Generic.List{Microsoft.Xna.Framework.Vector3}})">
            <summary>
            Renders the detailed collision mesh obtained from the physics engine for each
            GeometryNode added to the physics engine for debugging.
            </summary>
            <param name="worldTransform"></param>
            <param name="collisionMesh"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.UpdatePhysicsSimulation">
            <summary>
            Updates the physics simulatin.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RecursivelySave(System.Xml.XmlElement,GoblinXNA.SceneGraph.Node,System.Xml.XmlDocument)">
            <summary>
            Recursively saves a scene graph node into an XML document.
            </summary>
            <param name="xmlNode"></param>
            <param name="node"></param>
            <param name="xmlDoc"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RecursivelyLoad(System.Xml.XmlElement)">
            <summary>
            Recursively loads each scene graph node from XML elements.
            </summary>
            <param name="xmlNode"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RecursivelyLoadForSceneGraph(System.Xml.XmlElement)">
            <summary>
            Recursively loads a scene graph node from an XML document.
            </summary>
            <param name="xmlNode"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.GetNode(System.String)">
            <summary>
            Gets a Node object added to this scene graph with its node name.
            Null is returned if the name does not exist.
            </summary>
            <remarks>
            If you try to access a node right after adding it to the scene graph, this method will
            throw an exception since the node won't be added to the node list until the scene graph
            is processed after Draw(...) method is called.
            </remarks>
            <param name="name">The name of the node you're looking for</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.HasNode(System.String)">
            <summary>
            Indicates whether a node with the specified name exists in the current scene graph.
            </summary>
            <param name="name"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.EnableRenderGroups(System.Int32,System.Boolean)">
            <summary>
            Enables or disables the rendering of a certain group with the specified groupID.
            </summary>
            <param name="groupID"></param>
            <param name="enable"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.AddVideoCaptureDevice(GoblinXNA.Device.Capture.IVideoCapture)">
            <summary>
            Adds a video streaming decoder implementation for background rendering and 
            marker tracking.
            </summary>
            <remarks>
            The video capture device should be initialized before it can be added.
            </remarks>
            <param name="device">A video streaming decoder implementation</param>
            <exception cref="T:GoblinXNA.GoblinException">If the device is not initialized</exception>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.CaptureScene(System.String)">
            <summary>
            Captures the current frame/back buffer and stores it in PNG format.
            </summary>
            <param name="filename"></param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RenderScene">
            <summary>
            Only renders the 3D scene and the 2DUIs. Unlike the Draw function, this function 
            doesn't perform physics update or scene graph updates. It simply renders 
            the 3D scene. This method is useful when you need to render the scene more than once 
            (e.g., when rendering multiple viewport or stereoscopic view).
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.RenderScene(System.Boolean)">
            <summary>
            Only renders the 3D scene (and the 2DUIs if 'renderUI' is true). Unlike the Draw function, 
            this function doesn't perform physics update or scene graph updates. It simply renders 
            the 3D scene. This method is useful when you need to render the scene more than once 
            (e.g., when rendering multiple viewport or stereoscopic view).
            <param name="renderUI">Whether to renderUI</param>
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.SaveSceneGraph(System.String)">
            <summary>
            Saves the current scene graph structure into an XML file.
            </summary>
            <param name="filename">An XML file</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.LoadSceneGraph(System.String)">
            <summary>
            Loads a scene graph from an XML file.
            </summary>
            <param name="filename">An XML file</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.SaveNode(System.String,GoblinXNA.SceneGraph.Node)">
            <summary>
            Saves a scene node including its children nodes into an XML file.
            </summary>
            <param name="filename">An XML file</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.LoadNode(System.String)">
            <summary>
            Loads a scene graph node from an XML file.
            </summary>
            <param name="filename"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.EncodeNode(GoblinXNA.SceneGraph.Node)">
            <summary>
            Encodes a scene graph node into an XML format, and converts the strings to a byte array
            so that the node can be transferred over the network.
            </summary>
            <param name="node">A node to be encoded</param>
            <returns>Array of bytes of XML string that encodes the node information</returns>
        </member>
        <member name="M:GoblinXNA.SceneGraph.Scene.DecodeNode(System.Byte[])">
            <summary>
            Decodes the XML string represented as byte array to a node. 
            </summary>
            <param name="data"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.RootNode">
            <summary>
            Gets or sets the root node of this scene graph
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If assigned to null</exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.CameraNode">
            <summary>
            Gets or sets the camera node of this scene graph. (There can be multiple camera nodes
            in one scene graph, but only one camera node should be active at a time.)
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.Environment">
            <summary>
            Gets or sets the environment effect simulated in this scene including fog,
            rain, and sunflare.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.BackgroundTexture">
            <summary>
            Gets or sets the background texture. If ShowCameraImage is set, this texture
            will be ignored. Also, if this texture is set, the BackgroundColor will be
            ignored.
            </summary>
            <see cref="P:GoblinXNA.SceneGraph.Scene.ShowCameraImage"/>
            <see cref="P:GoblinXNA.SceneGraph.Scene.BackgroundColor"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.BackgroundColor">
            <summary>
            Gets or sets the background color. If either ShowCameraImage or BackgroundTexture
            is set, this will be ignored. Default color is Color.CornflowerBlue.
            </summary>
            <see cref="P:GoblinXNA.SceneGraph.Scene.ShowCameraImage"/>
            <see cref="P:GoblinXNA.SceneGraph.Scene.BackgroundTexture"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.VideoBackgroundColor">
            <summary>
            Gets or sets the background color mixed with the video image. This is applicable only when
            ShowCameraImage is set to true. Default color is Color.White.
            </summary>
            <remarks>
            You can use this property to, for example, modify the transparency of the video image or
            mix a color to it.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.TransparencyDrawOrderComparer">
            <summary>
            Gets or sets the comparer for sorting the drawing order of transparent geometries.
            If not set, then a default transparency comparer which compares the distance between 
            center of the bounding volume of the geometry and the currently active camera location.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.MarkerTracker">
            <summary>
            Gets or sets the marker tracking system.
            </summary>
            <remarks>
            If you already assigned the CameraNode, then its projection matrix will be modified
            to match the projection matrix of the marker tracker.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.VideoCaptures">
            <summary>
            Gets a list of video capture instances.
            </summary>
            <returns>The video capture class</returns>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.PhysicsEngine">
            <summary>
            Gets or sets the specific physics engine implementation used for this scene graph.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.RenderAxisAlignedBoundingBox">
            <summary>
            Gets or sets whether to render the axis-aligned bounding box generated by the physics
            engine of your choice. Note that the IPhysics function GetAxisAlignedBoundingBox
            must be implemented correctly in order to render correctly.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.RenderCollisionMesh">
            <summary>
            Gets or sets whether to render the actual mesh used for collision detection by
            the physics engine of your choice. Note that the IPhysics function GetCollisionMesh
            must be implemented correctly in order to render correctly.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.NetworkHandler">
            <summary>
            Gets or sets the network handler implementation used for this scene graph.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.UIRenderer">
            <summary>
            Gets the UI renderer used in this scene. Use this property to add any UI components to
            be rendered in the scene.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.EnableShadowMapping">
            <summary>
            Gets or sets whether shadow mapping should be enabled. The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.EnableLighting">
            <summary>
            Gets or sets whether to enable the lighting in the scene. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.PreferPerPixelLighting">
            <summary>
            Gets or sets whether to use per pixel lighting in the scene. The default value is false.
            </summary>
            <remarks>
            This value only affects SimpleEffectShader. If you're using a model which do not
            use SimpleEffectShader, then this value is ignored.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.EnableFrustumCulling">
            <summary>
            Gets or sets whether to enable culling on each geometry node based on whether the node
            is inside of the current camera frustum. The default value is true.
            </summary>
            <remarks>
            If your application is CPU bound, then setting this to false can improve the performance. However,
            if your application is GPU bound, then leaving this value to true would have better performance.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.AabbColor">
            <summary>
            Gets or sets the color used to draw the axis-aligned bounding box of each model for 
            debugging. Default color is Color.YellowGreen.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.CollisionMeshColor">
            <summary>
            Gets or sets the color used to draw the actual mesh used for collision detection of 
            each model for debugging. Default color is Color.Purple.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.FPS">
            <summary>
            Gets the current Frames Per Second count
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.TriangleCount">
            <summary>
            Gets the current triangle count
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.VideoCapture">
            <summary>
            Gets a list of added video capture devices.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.ShowCameraImage">
            <summary>
            Gets or sets whether to show camera captured physical image in the background.
            By default, this is false. 
            </summary>
            <see cref="P:GoblinXNA.SceneGraph.Scene.OverlayVideoID"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.OverlayVideoID">
            <summary>
            Gets or sets the video capture device ID used to provide the overlaid physical image.
            This ID should correspond to the videoDeviceID given to the initialized video device
            using InitVideoCapture method. 
            </summary>
            <remarks>
            Getting or setting this property is exactly same as getting or setting the LeftEyeVideoID
            property.
            </remarks>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.TrackerVideoID">
            <summary>
            Gets or sets the video capture device ID used to perform marker tracking (if available).
            This ID should correspond to the videoDeviceID given to the initialized video device
            using InitVideoCapture method. 
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.LeftEyeVideoID">
            <summary>
            Gets or sets the video ID for left eye to use for stereo augmented reality. If you use 
            single camera for stereo, then you should set both LeftEyeVideoID and RightEyeVideoID to 
            the same video ID. 
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If video ID is not valid or your camera node does not
            contain stereo information.</exception>
            <see cref="P:GoblinXNA.SceneGraph.Scene.RightEyeVideoID"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.RightEyeVideoID">
            <summary>
            Gets or sets the video ID for right eye to use for stereo augmented reality. If you use 
            single camera for stereo, then you should set both LeftEyeVideoID and RightEyeVideoID to 
            the same video ID.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If video ID is not valid or your camera node does not
            contain stereo information.</exception>
            <see cref="P:GoblinXNA.SceneGraph.Scene.LeftEyeVideoID"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.FreezeVideo">
            <summary>
            Gets or sets whether to freeze currently active video streaming. 
            </summary>
            <remarks>
            This will also affect the vision tracking if tracking is used.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.RenderBeforeUICallback">
            <summary>
            Sets the callback function that is invoked after all 3D geometries are rendered, but
            right before the 2D UIs are rendered.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.RenderAfterUICallback">
            <summary>
            Sets the callback function that is invoked after the 2D UIs are rendered.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.NeedsImagePtr">
            <summary>
            Gets or sets whether you need the image pointer to be passed back by your
            IVideoCapture.GetTextureImage(...) even if it is not needed by the Scene class.
            Default value is false. Use this with caution.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.NeedsImageData">
            <summary>
            Gets or sets whether you need the image data (int array) to be passed back by your
            IVideoCapture.GetTextureImage(...) even if it is not needed by the Scene class.
            Default value is false. Use this with caution.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.GlobalUIShift">
            <summary>
            Gets or sets the shift amount applied to all 2D HUD drawings including the text
            in the X screen coordinate. 
            </summary>
            <remarks>
            This shift is applied only when right eye view is rendered in stereo mode. 
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.RenderLeftView">
            <summary>
            Gets whether the scene graph is currently rendering the left eye view when in stereo mode.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.Processing">
            <summary>
            Indicates whether the scene graph is currently being traversed.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.Scene.IsStarted">
            <summary>
            Indicates whether the scene processing has already started.
            </summary>
            <remarks>
            This is used to check whether adding nodes outside of tree traversal is 
            exception free. 
            </remarks>
        </member>
        <member name="T:GoblinXNA.Helpers.MatrixHelper">
            <summary>
            A helper class that implements various useful static functions that the Matrix class
            does not support.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.CopyMatrix(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Copies the contents from a 'src' matrix.
            </summary>
            <param name="src">The matrix to copy from</param>
            <returns>The matrix with copied contents</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.FloatsToMatrix(System.Single[])">
            <summary>
            Converts an array of sixteen floats to Matrix.
            </summary>
            <param name="mat">An array of 16 floats</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.GetRotationMatrix(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Copies only the rotation part of the matrix (the upper-left 3x3 matrix, so it
            may actually contain the scaling factor as well).
            </summary>
            <param name="src"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.Multiply(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Multiplies a matrix with a vector. The calculation is Matrix.CreateTranslation('v') *
            'mat'.
            </summary>
            <param name="v"></param>
            <param name="mat"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.OrthonormalizeMatrix(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Orthonormalizes a transformation matrix.
            </summary>
            <param name="mat"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.HasMovedSignificantly(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Checks whether a transformation has changed/moved significantly compared to the previous
            transformation with 0.01f translational threshold and 0.1f * Math.PI / 180 rotational
            threshold. This means that if either the transformation's translation component changed
            more than 0.1f in distance or rotation component changed more than 0.1f * Math.PI / 180
            radians in any of the three (x, y, z) directions, then it's judged as having moved significantly.
            </summary>
            <param name="matPrev">The previous transformation matrix</param>
            <param name="matCurr">The current transformation matrix</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.HasMovedSignificantly(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,System.Single,System.Single)">
            <summary>
            Checks whether a transformation has changed/moved significantly compared to the previous
            transformation with the specified translational threshold and rotational threshold. 
            </summary>
            <param name="matPrev">The previous transformation matrix</param>
            <param name="matCurr">The current transformation matrix</param>
            <param name="transThreshold">The translational threshold</param>
            <param name="rotThreshold">The rotational threshold</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.ConvertToUnoptimizedBytes(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Convert every elements of the matrix to bytes.
            </summary>
            <param name="mat"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.ConvertToOptimizedBytes(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Decompose the matrix into rotation (Quaternion: 4 floats), scale (3 floats) if
            the scale is not Vector.One, and translation (3 floats), and pack these information
            into an array of bytes for efficiently transfering over the network.
            </summary>
            <param name="mat"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.ConvertFromOptimizedBytes(System.Byte[])">
            <summary>
            Converts an array of bytes containing transformation (rotation, scale, and
            translation) into a matrix. Use this method to convert back the information
            packed by ConvertToBytes method.
            </summary>
            <param name="bytes"></param>
            <see cref="!:ConvertToBytes"/>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.ConvertFromOptimizedBytes(System.Byte[],Microsoft.Xna.Framework.Matrix@)">
            <summary>
            Converts an array of bytes containing transformation (rotation, scale, and
            translation) into a matrix. Use this method to convert back the information
            packed by ConvertToBytes method.
            </summary>
            <param name="bytes"></param>
            <see cref="!:ConvertToBytes"/>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.ToFloats(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Converts a matrix to an array of 16 floats.
            </summary>
            <param name="mat"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.PrintMatrix(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Prints out a matrix to the console.
            </summary>
            <param name="mat"></param>
        </member>
        <member name="M:GoblinXNA.Helpers.MatrixHelper.Vector3ToMatrix(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Converts a rotation vector into a rotation matrix.
            </summary>
            <param name="Rotation"></param>
            <remarks>
            http://www.innovativegames.net/blog/blog/2009/03/18/matrices-quaternions-and-euler-angle-vectors/
            </remarks>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Helpers.MatrixHelper.Empty">
            <summary>
            An empty (all zero) matrix.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.StereoCamera">
            <summary>
            This class represents a stereo camera view. Stereo only works if proper shutter glass
            and graphics card are used.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.StereoCamera.#ctor">
            <summary>
            Creates a stereo camera.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.StereoCamera.#ctor(GoblinXNA.SceneGraph.StereoCamera)">
            <summary>
            A copy constructor.
            </summary>
            <param name="source"></param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.StereoCamera.InterpupillaryDistance">
            <summary>
            ﻿Gets or sets the distance between the two eyes, measured at the pupils.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.StereoCamera.InterpupillaryShift">
            <summary>
            Gets or sets the shift of the interpupillary distance from the center of the
            two eyes. Positive value will shift toward the right eye, and negative value
            will shift toward the left eye. The default value is 0.
            </summary>
            <remarks>
            This property is used when center of the stereo display is not in the middle
            of the two eyes.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.StereoCamera.FocalLength">
            <summary>
            Gets or sets the focal length from the camera/eye.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.StereoCamera.LeftView">
            <summary>
            Gets or sets the view matrix of the left eye.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.StereoCamera.RightView">
            <summary>
            Gets or sets the view matrix of the right eye.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.StereoCamera.LeftProjection">
            <summary>
            Gets or sets the projection matrix of the left eye.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.StereoCamera.RightProjection">
            <summary>
            Gets or sets the projection matrix of the right eye.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.PickedObject">
            <summary>
            A class that represents a picked object returned by a 3D object selection method.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.PickedObject.#ctor(GoblinXNA.Physics.IPhysicsObject,System.Single)">
            <summary>
            Creates an instance that holds a the picked physics object with the intersection
            parameter.
            </summary>
            <param name="pickedObject"></param>
            <param name="intersectParam"></param>
        </member>
        <member name="M:GoblinXNA.Physics.PickedObject.CompareTo(GoblinXNA.Physics.PickedObject)">
            <summary>
            Compares which picked object is closer to the viewer in the 3D scene.
            </summary>
            <param name="other"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Physics.PickedObject.PickedPhysicsObject">
            <summary>
            Gets the picked IPhysicsObject.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.PickedObject.IntersectParam">
            <summary>
            Gets the intersection parameter with value ranging from 0.0f (near point) to 1.0f (far point).
            </summary>
            <remarks>
            For example, 0.5f means the intersection point was right in the middle of near point and far point cast ray.
            To get the picked point, you can simply do pickedPoint = (nearPoint + (farPoint - nearPoint) * intersectParam)
            </remarks>
        </member>
        <member name="T:GoblinXNA.Physics.PhysicsObject">
            <summary>
            A default implementation of the IPhysicsObject interface.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.IPhysicsObject">
            <summary>
            An interface that defines the physical properties of an object that can be added to a physics engine.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysicsObject.Save(System.Xml.XmlDocument)">
            <summary>
            Saves the information of this physics object to an XML element.
            </summary>
            <param name="xmlDoc">The XML document to be saved.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Physics.IPhysicsObject.Load(System.Xml.XmlElement)">
            <summary>
            Loads the information of this physics object from an XML element.
            </summary>
            <param name="xmlNode"></param>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Container">
            <summary>
            Gets or sets the container that holds this IPhysicsObject.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.CollisionGroupID">
            <summary>
            Gets or sets the collision group ID.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.MaterialName">
            <summary>
            Gets or sets the material name that defines this physical object such as
            Wood, Metal, Plastic, etc.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Mass">
            <summary>
            Gets or sets the mass of this object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.CenterOfMass">
            <summary>
            Gers or sets the relative position of the default center of mass, which is at (0, 0, 0). 
            </summary>
            <remarks>
            This value can be used to set the relative offset of the center of mass of a rigid body. 
            When a rigid body is created the center of mass is set the the point (0, 0, 0), and normally 
            this is the best setting for a rigid body. However the are situations in which and object does 
            not have symmetry or simple some kind of special effect is desired, and this origin need to be 
            changed.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Shape">
            <summary>
            The shape of this object. This information is required for proper physical interaction.
            Note that not all physics engine will support all shape types listed, and each
            of them will probably have different restrictions.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.MomentOfInertia">
            <summary>
            Gets or sets the moment of inertia of this object. If not set, we will automatically 
            calculate it.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.ShapeData">
            <summary>
            Gets or sets the data associated with each shape type.
            Box: dimensionX, dimensionY, dimensionZ;
            Sphere: radiusX, radiusY, radiusZ, or simply one radius;
            Cone, Capsule, Cylinder, and ChamferCylinder: radius, height.
            If this shape data is not specified, then the minimum bounding box is used to
            estimate the shape information.
            </summary>
            <remarks>
            This shape data is not used for ConvexHull or Vehicle type.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Model">
            <summary>
            Gets or sets the actual geometry model associated with this physics object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.MeshProvider">
            <summary>
            Gets or sets the mesh provider for physics simulation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Pickable">
            <summary>
            Gets or sets whether this object can be picked.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Collidable">
            <summary>
            Gets or sets whether this object can collide with other collidable scene nodes.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Interactable">
            <summary>
            Gets or sets whether this object reacts in response to physical simulation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.ApplyGravity">
            <summary>
            Gets or sets whether gravity should be applied to this object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Manipulatable">
            <summary>
            Gets or sets whether this physics object's physics world transformation can be manipulated 
            directly instead of only using the physics world transformation calculated by the physics
            engine after simulation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.NeverDeactivate">
            <summary>
            Some physics engines deactivate an object whose bounding volume does not intersect
            with any active objects, such that forces cannot be applied to the deactivated object.
            This property indicates that, we want to make the object never be deactivated.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.Modified">
            <summary>
            Indicates whether any of the physics properties have been modified.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.ShapeModified">
            <summary>
            Indicates whether the model shape has been changed.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.PhysicsWorldTransform">
            <summary>
            Gets or sets the world transform retrieved from the physics engine after simulation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.CompoundInitialWorldTransform">
            <summary>
            Gets or sets the compound initial world transform with the InitialWorldTransform
            and its parent world transform
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.InitialWorldTransform">
            <summary>
            Gets the initial world transform of this physics object when added to the physics engine.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.InitialLinearVelocity">
            <summary>
            Gets or sets the initial linear velocity of this physics object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.InitialAngularVelocity">
            <summary>
            Gets or sets the initial angular velocity of this physics object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.LinearDamping">
            <summary>
            Gets or sets the linear damping coefficient.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.IPhysicsObject.AngularDamping">
            <summary>
            Gets or sets the angular damping coefficient.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.PhysicsObject.#ctor(System.Object)">
            <summary>
            Creates a physics object with a container that uses the physical properties specified
            in this class. The 'container' is usually an instance of GeometryNode.
            </summary>
            <param name="container">The container of this physics object.</param>
        </member>
        <member name="T:GoblinXNA.Physics.Havok.HavokPhysics">
            <summary>
            An implementation of the IPhysics interface using the Havok physics library developed by
            Havok (http://www.havok.com/).
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Havok.HavokPhysics.ModifyPhysicsObject(GoblinXNA.Physics.IPhysicsObject,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Not implemented yet.
            </summary>
            <param name="physObj"></param>
            <param name="newTransform"></param>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_2ITERS_SOFT">
            <summary>
            'Softest' solver type.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_2ITERS_MEDIUM">
            .
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_2ITERS_HARD">
            .
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_4ITERS_SOFT">
            .
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_4ITERS_MEDIUM">
            .
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_4ITERS_HARD">
            .
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_8ITERS_SOFT">
            .
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_8ITERS_MEDIUM">
            .
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_8ITERS_HARD">
            <summary>
            'Hardest' solver type.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SolverType.SOLVER_TYPE_MAX_ID">
            
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SimulationType.SIMULATION_TYPE_DISCRETE">
            <summary>
            No continuous simulation is performed
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SimulationType.SIMULATION_TYPE_CONTINUOUS">
            <summary>
            Use this simulation if you want any continuous simulation.
            Depending on the hkpEntity->getQualityType(), collisions
            are not only performed at 'normal' physical timesteps (called PSI), but
            at any time when two objects collide (TOI)
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.SimulationType.SIMULATION_TYPE_MULTITHREADED">
            <summary>
            Multithreaded continuous simulation.
            You must have read the multi threading user guide.
            To use this you should call hkpWorld::stepMultithreaded(), see
            the hkDefaultPhysicsDemo::stepDemo for an example.
            Notes:
              - The internal overhead for multi threaded is small and you can expect
                good speedups, except:
              - solving multiple TOI events can not be done on different threads,
                so TOI are solved on a single thread. However the collision detection
                for each TOI event can be solver multithreaded (see m_processToisMultithreaded)
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.MotionType.MOTION_DYNAMIC">
            <summary>
            A fully-simulated, movable rigid body. At construction time the engine checks
            the input inertia and selects MOTION_SPHERE_INERTIA or MOTION_BOX_INERTIA as
            appropriate.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.MotionType.MOTION_SPHERE_INERTIA">
            <summary>
            Simulation is performed using a sphere inertia tensor. (A multiple of the
            Identity matrix). The highest value of the diagonal of the rigid body's
            inertia tensor is used as the spherical inertia.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.MotionType.MOTION_BOX_INERTIA">
            <summary>
            Simulation is performed using a box inertia tensor. The non-diagonal elements
            of the inertia tensor are set to zero. This is slower than the
            MOTION_SPHERE_INERTIA motions, however it can produce more accurate results,
            especially for long thin objects.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.MotionType.MOTION_KEYFRAMED">
            <summary>
            Simulation is not performed as a normal rigid body. During a simulation step,
            the velocity of the rigid body is used to calculate the new position of the
            rigid body, however the velocity is NOT updated. The user can keyframe a rigid
            body by setting the velocity of the rigid body to produce the desired keyframe
            positions. The hkpKeyFrameUtility class can be used to simply apply keyframes
            in this way. The velocity of a keyframed rigid body is NOT changed by the
            application of impulses or forces. The keyframed rigid body has an infinite
            mass when viewed by the rest of the system.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.MotionType.MOTION_FIXED">
            <summary>
            This motion type is used for the static elements of a game scene, e.g. the
            landscape. Fixed rigid bodies are treated in a special way by the system. They
            have the same effect as a rigid body with a motion of type MOTION_KEYFRAMED
            and velocity 0, however they are much faster to use, incurring no simulation
            overhead, except in collision with moving bodies.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.MotionType.MOTION_THIN_BOX_INERTIA">
            <summary>
            A box inertia motion which is optimized for thin boxes and has less 
            stability problems
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.MotionType.MOTION_CHARACTER">
            <summary>
            A specialized motion used for character controllers
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_INVALID">
            <summary>
            Invalid or unassinged type. If you add a hkpRigidBody to the hkpWorld,
            this type automatically gets converted to either
            COLLIDABLE_QUALITY_FIXED, COLLIDABLE_QUALITY_KEYFRAMED or 
            COLLIDABLE_QUALITY_DEBRIS
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_FIXED">
            <summary>
            Use this for fixed bodies. 
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_KEYFRAMED">
            <summary>
            Use this for moving objects with infinite mass. 
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_DEBRIS">
            <summary>
            Use this for all your debris objects
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_DEBRIS_SIMPLE_TOI">
            <summary>
            Use this for debris objects that should have simplified Toi collisions 
            with fixed/landscape objects.
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_MOVING">
            <summary>
            Use this for moving bodies, which should not leave the world, 
            but you rather prefer those objects to tunnel through the world than
            dropping frames because the engine 
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_CRITICAL">
            <summary>
            Use this for all objects, which you cannot afford to tunnel through
            the world at all
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_BULLET">
            <summary>
            Use this for very fast objects 
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_USER">
            <summary>
            For user. If you want to use this, you have to modify 
            hkpCollisionDispatcher::initCollisionQualityInfo()
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_CHARACTER">
            <summary>
            Use this for rigid body character controllers
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_KEYFRAMED_REPORTING">
             <summary>
             Use this for moving objects with infinite mass which should report contact 
             points and Toi-collisions against all other bodies, including other fixed and keyframed bodies.
            
             Note that only non-Toi contact points are reported in collisions against 
             debris-quality objects.
             </summary>
        </member>
        <member name="F:GoblinXNA.Physics.Havok.HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_MAX">
            <summary>
            End of this list
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.StringHelper">
            <summary>
            A helper class that provides additional or simplified string functions.
            This class also offers a lot of powerful functions and
            allows complicated string operations.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.#ctor">
            <summary>
            Don't allow instantiating this class.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.BeginsWith(System.String,System.String)">
            <summary>
            Check if a string (s1, can be longer as s2) begins with another
            string (s2), only if s1 begins with the same string data as s2,
            true is returned, else false. The string compare is case insensitive.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.Compare(System.String,System.String)">
            <summary>
            Helps to compare strings, uses case insensitive comparison.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.Compare(System.String,System.String[])">
            <summary>
            Helps to compare strings, uses case insensitive comparison.
            
            This overload allows multiple strings to be checked, if any of
            them matches we are good to go (e.g., ("hi", {"hey", "hello", "hi"})
            will return true).
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsInList(System.String,System.Collections.ArrayList,System.Boolean)">
            <summary>
            Checks whether a specific name is in a list of strings.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsInList(System.String,System.String[],System.Boolean)">
            <summary>
            Checks whether a specific name is in a list of strings.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.CountWords(System.String)">
            <summary>
            Counts words in a text (words are only separated by ' ' (spaces))
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.CompareCharCaseInsensitive(System.Char,System.Char)">
            <summary>
            Compares two case insensitive characters.
            </summary>
            <param name="c1">C 1</param>
            <param name="c2">C 2</param>
            <returns>Bool</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetLastWord(System.String)">
            <summary>
            Gets the last word of a text.
            </summary>
            <param name="text"></param>
            <returns>The last word</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.RemoveLastWord(System.String)">
            <summary>
            Removes the last word from a text.
            </summary>
            <param name="text"></param>
            <returns>The last word</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetAllSpacesAndTabsAtBeginning(System.String)">
            <summary>
            Gets all spaces and tabs at beginning of a text.
            </summary>
            <param name="text"></param>
            <returns>The spaces and tabs at the beginning of a text</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetTabDepth(System.String)">
            <summary>
            Gets the tab depth of a text.
            </summary>
            <param name="text"></param>
            <returns>The tab depth of a text</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.CheckStringWordLength(System.String,System.Int32)">
            <summary>
            Checks the word length of a text string.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.Contains(System.String,System.String)">
            <summary>
            Is searchName contained in textToCheck, will check case insensitive,
            for a normal case sensitive test use textToCheck.Contains(searchName)
            </summary>
            <param name="textToCheck">Text to check</param>
            <param name="searchName">Search name</param>
            <returns>Bool</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.Contains(System.String,System.String[])">
            <summary>
            Is any of the names in searchNames contained in textToCheck,
            will check case insensitive, for a normal case sensitive test
            use textToCheck.Contains(searchName).
            </summary>
            <param name="textToCheck">String to check</param>
            <param name="searchNames">Search names</param>
            <returns>Bool</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Byte[])">
            <summary>
            Returns a string with the array data, byte array version.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Int32[])">
            <summary>
            Returns a string with the array data, int array version.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Array)">
            <summary>
            Returns a string with the array data, general array version.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Array,System.Int32)">
            <summary>
            Returns a string with the array data, general array version
            with maxLength bounding (will return string with max. this
            number of entries).
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Collections.ArrayList)">
            <summary>
            Returns a string with the array data, ArrayList version.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Collections.CollectionBase)">
            <summary>
            Returns a string with the array data, CollectionBase version.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Collections.Specialized.StringCollection)">
            <summary>
            Returns a string with the array data, StringCollection version.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteArrayData(System.Collections.IEnumerable)">
            <summary>
            Returns a string with the array data, enumerable class version.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteIntoSpaceString(System.String,System.Int32)">
            <summary>
            Write into space string, useful for writing parameters without
            knowing the length of each string, e.g., when writing numbers
            (-1, 1.45, etc.). You can use this function to give all strings
            the same width in a table. Maybe there is already a string function
            for this, but I don't found any useful stuff.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteIsoDate(System.DateTime)">
            <summary>
            Write Iso Date (Year-Month-Day)
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteIsoDateAndTime(System.DateTime)">
            <summary>
            Write Iso Date and time (Year-Month-Day Hour:Minute)
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteInternetTime(System.DateTime,System.Boolean)">
            <summary>
            Write internet time
            </summary>
            <param name="time">Time</param>
            <param name="daylightSaving">Daylight saving</param>
            <returns>String</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.ConvertStringToIntArray(System.String)">
            <summary>
            Convert string data to int array, string must be in the form
            "1, 3, 8, 7", etc. WriteArrayData is the complementar function.
            </summary>
            <returns>int array, will be null if string is invalid!</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.ConvertStringToFloatArray(System.String)">
            <summary>
            Convert string data to float array, string must be in the form
            "1.5, 3.534, 8.76, 7.49", etc. WriteArrayData is the complementar
            function.
            </summary>
            <returns>float array, will be null if string is invalid!</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.ExtractFilename(System.String,System.Boolean)">
            <summary>
            Extracts filename from full path+filename, cuts of extension
            if cutExtension is true. Can be also used to cut of directories
            from a path (only last one will remain).
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetDirectory(System.String)">
            <summary>
            Get directory of path+File, if only a path is given we will cut off
            the last sub path!
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.CutOneFolderOff(System.String)">
            <summary>
            Same as GetDirectory(): Get directory of path+File,
            if only a path is given we will cut of the last sub path!
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.SplitDirectories(System.String)">
            <summary>
            Splits a path into all parts of its directories,
            e.g., "maps\\sub\\kekse" becomes
            {"maps\\sub\\kekse","maps\\sub","maps"}
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.RemoveFirstDirectory(System.String)">
            <summary>
            Remove first directory of path (if one exists).
            e.g., "maps\\mymaps\\hehe.map" becomes "mymaps\\hehe.map"
            Also used to cut first folder off, especially useful for relative
            paths. e.g., "maps\\test" becomes "test"
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsDirectSubfolder(System.String,System.String)">
            <summary>
            Check if a folder is a direct sub folder of a main folder.
            True is only returned if this is a direct sub folder, not if
            it is some sub folder few levels below.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.CutExtension(System.String)">
            <summary>
            Cut of extension, e.g., "hi.txt" becomes "hi"
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetExtension(System.String)">
            <summary>
            Get extension (the stuff behind that '.'),
            e.g., "test.bmp" will return "bmp"
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.SplitAndTrim(System.String,System.Char)">
            <summary>
            Performs basically the same job as String.Split, but does
            trim all parts, no empty parts are returned, e.g.
            "hi  there" returns "hi", "there", String.Split would return
            "hi", "", "there".
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.SplitMultilineText(System.String)">
            <summary>
            Splits a multi line string to several strings and
            returns the result as a string array.
            Will also remove any \r, \n or space character
            at the end of each line!
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.BuildStringFromLines(System.String[],System.Int32,System.Int32,System.Int32,System.Int32,System.String)">
            <summary>
            Build string from lines
            </summary>
            <param name="lines">Lines</param>
            <param name="startLine">Start line</param>
            <param name="startOffset">Start offset</param>
            <param name="endLine">End line</param>
            <param name="endOffset">End offset</param>
            <param name="separator">Separator</param>
            <returns>String</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.BuildStringFromLines(System.String[])">
            <summary>
            Build string from lines
            </summary>
            <param name="lines">Lines</param>
            <returns>String</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.BuildStringFromLines(System.String[],System.Int32,System.Int32,System.String)">
            <summary>
            Build string from lines
            </summary>
            <param name="lines">Lines</param>
            <param name="startLine">Start line</param>
            <param name="endLine">End line</param>
            <param name="separator">Separator</param>
            <returns>String</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.MaxStringLength(System.String,System.Int32,GoblinXNA.Helpers.StringHelper.CutMode)">
            <summary>
            Maximum string length
            </summary>
            <param name="originalText">Original text</param>
            <param name="maxLength">Maximum length</param>
            <param name="cutMode">Cut mode</param>
            <returns>String</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetLeftPartAtFirstOccurence(System.String,System.Char)">
            <summary>
            Get left part of everything to the left of the first
            occurrence of a character.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetRightPartAtFirstOccurrence(System.String,System.Char)">
            <summary>
            Get right part of everything to the right of the first
            occurrence of a character.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetLeftPartAtLastOccurrence(System.String,System.Char)">
            <summary>
            Get left part of everything to the left of the last
            occurrence of a character.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetRightPartAtLastOccurrence(System.String,System.Char)">
            <summary>
            Get right part of everything to the right of the last
            occurrence of a character.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.CreatePasswordString(System.String)">
            <summary>
            Create password string
            </summary>
            <param name="originalText">Original text</param>
            <returns>String</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.ToLower(System.Char)">
            <summary>
            Helper function to convert letter to lowercase. Could someone
            tell me the reason why there is no function for that in char?
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.ToUpper(System.Char)">
            <summary>
            Helper function to convert letter to uppercase. Could someone
            tell me the reason why there is no function for that in char?
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsLowercaseLetter(System.Char)">
            <summary>
            Helper function to check if this is an lowercase letter.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsUppercaseLetter(System.Char)">
            <summary>
            Helper function to check if this is an uppercase letter.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.GetAbbreviationLengthInFunctionName(System.String,System.Int32)">
            <summary>
            Helper function for SplitFunctionNameToWordString to detect
            abbreviations in the function name
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsSpaceOrPunctuation(System.Char)">
            <summary>
            Checks if letter is space ' ' or any punctuation (. , : ; ' " ! ?)
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.SplitFunctionNameToWordString(System.String)">
            <summary>
            Splits a function name to words, e.g.
            "MakeDamageOnUnit" gets "Make damage on unit".
            Will also detect abbreviation like TCP and leave them
            intact, e.g., "CreateTCPListener" gets "Create TCP listener".
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.RemoveCharacter(System.String@,System.Char)">
            <summary>
            Remove character from text.
            </summary>
            <param name="text">Text</param>
            <param name="characterToBeRemoved">Character to be removed</param>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteBigByteNumber(System.Int64,System.String)">
            <summary>
            Write bytes, KB, MB, GB, TB message.
            1 KB = 1024 Bytes
            1 MB = 1024 KB = 1048576 Bytes
            1 GB = 1024 MB = 1073741824 Bytes
            1 TB = 1024 GB = 1099511627776 Bytes
            e.g., 100 will return "100 Bytes"
            2048 will return "2.00 KB"
            2500 will return "2.44 KB"
            1534905 will return "1.46 MB"
            23045904850904 will return "20.96 TB"
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.WriteBigByteNumber(System.Int64)">
            <summary>
            Write bytes, KB, MB, GB, TB message.
            1 KB = 1024 Bytes
            1 MB = 1024 KB = 1048576 Bytes
            1 GB = 1024 MB = 1073741824 Bytes
            1 TB = 1024 GB = 1099511627776 Bytes
            e.g., 100 will return "100 Bytes"
            2048 will return "2.00 KB"
            2500 will return "2.44 KB"
            1534905 will return "1.46 MB"
            23045904850904 will return "20.96 TB"
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsNumericFloat(System.String)">
            <summary>
            Is numeric float
            </summary>
            <param name="str">Str</param>
            <returns>Bool</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.AllowOnlyOneDecimalPoint(System.String,System.Globalization.NumberFormatInfo)">
            <summary>
            Allow only one decimal point, used for IsNumericFloat.
            </summary>
            <param name="str">Input string to check</param>
            <param name="numberFormat">Used number format, e.g.
            CultureInfo.InvariantCulture.NumberFormat</param>
            <return>True if check succeeded, false otherwise</return>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsNumericFloat(System.String,System.Globalization.NumberFormatInfo)">
            <summary>
            Checks if string is numeric float value
            </summary>
            <param name="str">Input string</param>
            <param name="numberFormat">Used number format, e.g.
            CultureInfo.InvariantCulture.NumberFormat</param>
            <returns>True if str can be converted to a float,
            false otherwise</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.TryToConvertToFloat(System.Single@,System.String)">
            <summary>
            Try to convert to float. Will not modify value if that does not work. 
            This uses also always the invariant culture.
            </summary>
            <param name="value">Value</param>
            <param name="textToConvert">Text to convert</param>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.TryToConvertToFloat(System.Single@,System.String,System.Globalization.NumberFormatInfo)">
            <summary>
            Try to convert to float. Will not modify value if that does not work.
            </summary>
            <param name="value">Value</param>
            <param name="textToConvert">Text to convert</param>
            <param name="format">Format for converting</param>
        </member>
        <member name="M:GoblinXNA.Helpers.StringHelper.IsNumericInt(System.String)">
            <summary>
            Check if string is numeric integer. A decimal point is not accepted.
            </summary>
            <param name="str">String to check</param>
        </member>
        <member name="T:GoblinXNA.Helpers.StringHelper.CutMode">
            <summary>
            Cut modes
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.PartialDisk">
            <summary>
            A partial disk geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.PartialDisk.#ctor(System.Single,System.Single,System.Int32,System.Double,System.Double,System.Boolean)">
            <summary>
            Creates a partial disk on the Y = 0 plane. A partial disk is similar to a 
            full disk, except that only the subset of the disk from start through start + sweep is
            included (where 0 degrees is along the +Y axis, 90 degrees along the +X axis)
            </summary>
            <param name="inner">Specifies the inner radius of the partial disk (can be 0).</param>
            <param name="outer">Specifies the outer radius of the partial disk. Must be greater
            than the 'inner' radius.</param>
            <param name="slices">Specifies the number of subdivisions around the Z axis. Must be
            greater than 2.</param>
            <param name="start">Specifies the starting angle, in radians, of the disk portion.</param>
            <param name="sweep">Specifies the sweep angle, in radians, of the disk portion.</param>
            /// <param name="twoSided">Specifies whether to render both front and back side</param>
        </member>
        <member name="T:GoblinXNA.Device.Vision.Marker.IMarkerTracker">
            <summary>
            A marker tracker interface. Any marker tracker class should implement this interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.IMarkerTracker.InitTracker(System.Object[])">
            <summary>
            Initilizes the marker tracker with a set of configuration parameters.
            </summary>
            <param name="configs">A set of configuration parameters</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.IMarkerTracker.AssociateMarker(System.Object[])">
            <summary>
            Associates a marker with an identifier so that the identifier can be used to find this
            marker after processing the image. 
            </summary>
            <param name="markerConfigs">A set of parameters that identifies a maker. (e.g., for
            ARTag, this parameter would be the marker array name or marker ID)</param>
            <returns>An identifier for this marker object</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.IMarkerTracker.ProcessImage(GoblinXNA.Device.Capture.IVideoCapture,System.IntPtr)">
            <summary>
            Processes the video image captured from an initialized video capture device. 
            </summary>
            <param name="captureDevice">An initialized video capture device</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.IMarkerTracker.FindMarker(System.Object)">
            <summary>
            Checks whether a marker identified by 'markerID' is found in the processed image
            after calling ProcessImage(...) method.
            </summary>
            <param name="markerID">An ID associated with a marker returned from AssociateMarker(...)
            method.</param>
            <returns>A boolean value representing whether a marker was found</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.IMarkerTracker.GetMarkerTransform">
            <summary>
            Gets the pose transformation of the found marker after calling the FindMarker(...) method.
            </summary>
            <remarks>
            This method should be called if and only if FindMarker(...) method returned true for
            the marker you're looking for. 
            </remarks>
            <returns>The pose transformation of a found marker</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.IMarkerTracker.Dispose">
            <summary>
            Disposes this marker tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.IMarkerTracker.Initialized">
            <summary>
            Gets whether the tracker has been initialized.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.IMarkerTracker.CameraProjection">
            <summary>
            Gets the camera projection matrix used for this marker tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.IMarkerTracker.ZNearPlane">
            <summary>
            Gets or sets the near clipping plane used to compute CameraProjection.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.IMarkerTracker.ZFarPlane">
            <summary>
            Gets or sets the far clipping plane used to compute CameraProjection.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.object_ids">
            <summary>
            The object ID that we are working with
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.#ctor">
            <summary>
            Creates an ARTag marker tracker.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.InitTracker(System.Object[])">
            <summary>
            Initilizes the marker tracker with a set of configuration parameters.
            </summary>
            <param name="configs">A set of configuration parameters</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.AssociateMarker(System.Object[])">
            <summary>
            Associates a marker with an identifier so that the identifier can be used to find this
            marker after processing the image. 
            </summary>
            <param name="markerConfigs">A set of parameters that identifies a maker. (e.g., for
            ARTag, this parameter would be the marker array name or marker ID)</param>
            <returns>An identifier for this marker object</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.ProcessImage(GoblinXNA.Device.Capture.IVideoCapture,System.IntPtr)">
            <summary>
            Processes the video image captured from an initialized video capture device. 
            </summary>
            <param name="captureDevice">An initialized video capture device</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.FindMarker(System.Object)">
            <summary>
            Checks whether a marker identified by 'markerID' is found in the processed image
            after calling ProcessImage(...) method.
            </summary>
            <param name="markerID">An ID associated with a marker returned from AssociateMarker(...)
            method.</param>
            <returns>A boolean value representing whether a marker was found</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.GetConfidence(System.Object)">
            <summary>
            Gets the confidence value of the given marker.
            </summary>
            <param name="markerID"></param>
            <returns></returns>
            <remarks>Returned value is valid only if FindMarker(..) returns true.</remarks>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.GetMarkerTransform">
            <summary>
            Gets the pose transformation of the found marker after calling the FindMarker(...) method.
            </summary>
            <remarks>
            This method should be called if and only if FindMarker(...) method returned true for
            the marker you're looking for. 
            </remarks>
            <returns>The pose transformation of a found marker</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.Dispose">
            <summary>
            Disposes this marker tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.ObjectIDs">
            <summary>
            Gets a list of ARToolkit object IDs that are returned by the ARToolkit library.
            ARToolkit associates an ID for every marker array.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.ZNearPlane">
            <summary>
            Gets or sets the near clipping plane used to compute CameraProjection.
            The default value is 10.
            </summary>
            <remarks>
            This property should be set before calling InitTracker(...).
            </remarks>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ARToolkitTracker.ZFarPlane">
            <summary>
            Gets or sets the far clipping plane used to compute CameraProjection.
            The default value is 2000.
            </summary>
            <remarks>
            This property should be set before calling InitTracker(...).
            </remarks>
        </member>
        <member name="T:GoblinXNA.Device.DeviceEnumerator">
            <summary>
            An enumerator for all of the available input devices including 2D input devices
            (e.g., keyboard, mouse) and 6DOF input devices (e.g., InterSense tracker).
            </summary>
            <remarks>
            It's possible to access each device class directly, but this class provides 
            simple APIs to access the available devices
            </remarks>
        </member>
        <member name="M:GoblinXNA.Device.DeviceEnumerator.#ctor">
            <summary>
            Creates a device enumerator and enumerates all of the available input devices
            </summary>
            <remarks>
            This constructor calls Reenumerate method, so you don't need to call it in your
            code for initial enumeration.
            </remarks>
            <seealso cref="M:GoblinXNA.Device.DeviceEnumerator.Reenumerate"/>
        </member>
        <member name="M:GoblinXNA.Device.DeviceEnumerator.Reenumerate">
            <summary>
            Reenumerates all of the available input devices.
            </summary>
            <remarks>
            The constructor calls this method, so you should only call this method if you plugged/unplugged
            any input devices after calling the constructor
            </remarks>
        </member>
        <member name="M:GoblinXNA.Device.DeviceEnumerator.Update(Microsoft.Xna.Framework.GameTime,System.Boolean)">
            <summary>
            Updates all of the input devices' status
            </summary>
            <param name="gameTime"></param>
            <param name="deviceActive"></param>
        </member>
        <member name="P:GoblinXNA.Device.DeviceEnumerator.AvailableDevices">
            <summary>
            Gets all of the available non-6DOF input devices (e.g., mouse, keyboard)
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.DeviceEnumerator.Available6DOFDevices">
            <summary>
            Gets all of the available 6DOF input devices (e.g., InterSense tracker)
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGreyCapture">
            <summary>
            A video capture class that uses the Point Grey FlyCapture library. This is for Point
            Grey cameras.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGreyCapture.flyCapture">
            <summary>
            Video capture class for Point Grey API
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGreyCapture.failureCount">
            <summary>
            Used to count the number of times it failed to capture an image
            If it fails more than certain times, it will assume that the video
            capture device can not be accessed
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.PointGreyCapture.#ctor">
            <summary>
            Creates a video capture using the Point Grey FlyCapture library.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.PointGreyCapture.GetPGRFlyImage(System.IntPtr)">
            <summary>
            Gets a FlyCaptureImage object returned by the PGRFly library.
            </summary>
            <param name="camImage"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Device.Capture.PointGreyCapture.PGRCameraModel">
            <summary>
            Gets the camera model of a Point Grey camera.
            </summary>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "P:GoblinXNA.Device.Capture.PointGreyCapture.PGRCameraType" ignoriert -->
        <member name="P:GoblinXNA.Device.Capture.PointGreyCapture.PGRVideoMode">
            <summary>
            Sets the video mode of a Point Grey camera
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.TransformNode">
            <summary>
            A scene graph node that defines a transformation.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TransformNode.#ctor(System.String,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a scene graph node that defines the transformation of its children.
            </summary>
            <param name="name">The name of this transform node</param>
            <param name="preTranslation">Pre-translation component of this transform that will be applied
            before scaling and rotation</param>
            <param name="postTranslation">Post-translation component of this transform that will be applied
            after scaling and rotation</param>
            <param name="rotation">Rotation component of this transform in quaternion</param>
            <param name="scaling">Scaling component of this transform</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TransformNode.#ctor(System.String,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a scene graph node that defines the transform of its children with no pre-translation.
            </summary>
            <param name="name">The name of this transform node</param>
            <param name="postTranslation">Post-translation component of this transform that will be applied
            after scaling and rotation</param>
            <param name="rotation">Rotation component of this transform in quaternion</param>
            <param name="scaling">Scaling component of this transform</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TransformNode.#ctor(System.String,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion)">
            <summary>
            Creates a scene graph node that defines the transform of its children with scaling of 1
            in each dimension and no pre-translation.
            </summary>
            <param name="name">The name of this transform node</param>
            <param name="postTranslation">Post-translation component of this transform that will be applied
            after scaling and rotation</param>
            <param name="rotation">Rotation component of this transform in quaternion</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TransformNode.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion)">
            <summary>
            Creates a scene graph node that defines the transform of its children with scaling of 1
            in each dimension and no pre-translation.
            </summary>
            <param name="postTranslation">Post-translation component of this transform that will be applied
            after scaling and rotation</param>
            <param name="rotation">Rotation component of this transform in quaternion</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TransformNode.#ctor(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a scene graph node that defines the transform of its children with scaling of 1
            in each dimension, no rotation, and empty name.
            </summary>
            <param name="postTranslation">Post-translation component of this transform that will be applied
            after scaling and rotation</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TransformNode.#ctor(System.String)">
            <summary>
            Creates a scene graph node that defines the transform of its children with scaling of 1
            in each dimension, no rotation, and no translation.
            </summary>
            <param name="name">The name of this transform node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.TransformNode.#ctor">
            <summary>
            Creates a scene graph node that defines the transform of its children with scaling of 1
            in each dimension, no rotation, no translation, and no empty name.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.Translation">
            <summary>
            Gets or sets the post-translation component that will be applied after rotation and scaling.
            
            If WorldTransformation matrix is set directly after setting this property, then
            the value set for this property will not affect the transformation of this node.
            </summary>
            <remarks>
            If ReadOnly is set to true, then you can't set this property. Synonym of PostTranslation property.
            </remarks>
            <seealso cref="!:ReadOnly"/>
            <seealso cref="P:GoblinXNA.SceneGraph.TransformNode.WorldTransformation"/>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.PostTranslation">
            <summary>
            Gets or sets the post-translation component that will be applied after rotation and scaling.
            </summary>
            <remarks>
            Synonym of Translation property.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.PreTranslation">
            <summary>
            Gets or sets the pre-translation component that will be applied before rotation and scaling.
            
            If WorldTransformation matrix is set directly after setting this property, then
            the value set for this property will not affect the transformation of this node.
            </summary>
            <remarks>
            If ReadOnly is set to true, then you can't set this property.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.Rotation">
            <summary>
            Gets or sets the rotation component.
            
            If WorldTransformation matrix is set directly after setting this property, then
            the value set for this property will not affect the transformation of this node.
            </summary>
            <remarks>
            If ReadOnly is set to true, then you can't set this property.
            </remarks>
            <seealso cref="!:ReadOnly"/>
            <seealso cref="P:GoblinXNA.SceneGraph.TransformNode.WorldTransformation"/>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.Scale">
            <summary>
            Gets or sets the scale component.
            
            If WorldTransformation matrix is set directly after setting this property, then
            the value set for this property will not affect the transformation of this node.
            </summary>
            <remarks>
            If ReadOnly is set to true, then you can't set this property.
            </remarks>
            <seealso cref="!:ReadOnly"/>
            <seealso cref="P:GoblinXNA.SceneGraph.TransformNode.WorldTransformation"/>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.WorldTransformation">
            <summary>
            Gets or sets the transformation matrix. If you set this matrix directly, then whatever
            you set on Translation, Rotation, and Scale properties previoulsy will be ignored, and instead, this
            matrix value will be used to define the transformation of this node.
            
            However, if you set any of the Translation, Rotation, and Scale properties after setting
            this matrix, then the composed matrix value from these three properties will be used.
            </summary>
            <remarks>
            If ReadOnly is set to true, then you can't set this property.
            </remarks>
            <seealso cref="!:ReadOnly"/>
            <seealso cref="P:GoblinXNA.SceneGraph.TransformNode.Scale"/>
            <seealso cref="P:GoblinXNA.SceneGraph.TransformNode.Translation"/>
            <seealso cref="P:GoblinXNA.SceneGraph.TransformNode.Rotation"/>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.UseUserDefinedTransform">
            <summary>
            Gets or sets whether the user directly modified the transformation matrix instead using the
            composed one from Translation, Rotation, and Scale properties.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.UserDefinedTransformChanged">
            <summary>
            Gets or sets whether the transformation matrix set directly by the user has been
            modified from the last one.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.ComposedTransform">
            <summary>
            Gets the matrix composed from each individual transformation properties
            (Translation, Rotation, and Scale).
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.IsWorldTransformationDirty">
            <summary>
            Gets or sets whether the transformation has been modified from the previous one.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.TransformNode.IsReadOnly">
            <summary>
            Gets or sets whether this transform node is read only. If true, then you can not
            set any of the Translation, Rotation, Scale, and WorldTransformation properties.
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.LidgrenClient">
            <summary>
            An implementation of the IClient interface using the Lidgren network library
            (http://code.google.com/p/lidgren-library-network).
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.IClient">
            <summary>
            An interface that defines the properties and methods of a network client.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.IClient.Connect">
            <summary>
            Connects to the server specified by HostName.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.IClient.ReceiveMessage(System.Collections.Generic.List{System.Byte[]}@)">
            <summary>
            Concatenates received messages from the server in byte arrays to the passed list.
            </summary>
            <param name="messages">Received messages in array of bytes</param>
        </member>
        <member name="M:GoblinXNA.Network.IClient.SendMessage(System.Byte[],System.Boolean,System.Boolean)">
            <summary>
            Sends a message to the server.
            </summary>
            <param name="msg">The message to be sent</param>
            <param name="reliable">Whether the message is guaranteed to arrive at the
            receiver side</param>
            <param name="inOrder">Whether the message arrives in order at the receiver side</param>
        </member>
        <member name="M:GoblinXNA.Network.IClient.Shutdown">
            <summary>
            Shuts down the client.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IClient.PortNumber">
            <summary>
            Gets the port number used to transfer messages.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IClient.MyIPAddress">
            <summary>
            Gets the address of this client in 4 bytes.
            </summary>
            <remarks>
            It returns 4 bytes instead of String in order to optimize network transfer.
            (e.g., 192.168.0.1 will be byte[0] = (byte)192, byte[1] = (byte)168, byte[2] = (byte)0,
            byte[3] = (byte)1)
            </remarks>
        </member>
        <member name="P:GoblinXNA.Network.IClient.EnableEncryption">
            <summary>
            Gets or sets whether to enable encryption.
            </summary>
        </member>
        <member name="E:GoblinXNA.Network.IClient.ServerConnected">
            <summary>
            Adds or removes an event handler for client connection event.
            </summary>
        </member>
        <member name="E:GoblinXNA.Network.IClient.ServerDisconnected">
            <summary>
            Adds or removes an event handler for client disconnection event.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IClient.IsConnected">
            <summary>
            Gets whether this client is connected to a server.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IClient.WaitForServer">
            <summary>
            Gets or sets whether to wait for the server to start up in case the server is 
            not running when client tried to connect. To set the timeout for connection
            trial, set the ConnectionTrialTimeOut property. Default value is false.
            </summary>
            <see cref="P:GoblinXNA.Network.IClient.ConnectionTrialTimeOut"/>
        </member>
        <member name="P:GoblinXNA.Network.IClient.ConnectionTrialTimeOut">
            <summary>
            Gets or sets the timeout in milliseconds for connection trial when the server was
            not up when client was started. This property is only effective if WaitForServer
            is set to true. Default value is -1 which means the client waits for infinite time. 
            </summary>
            <see cref="P:GoblinXNA.Network.IClient.WaitForServer"/>
        </member>
        <member name="M:GoblinXNA.Network.LidgrenClient.#ctor(System.String,System.Int32,System.String)">
            <summary>
            Creates a Lidgren network client with an application name, the port number,
            and the host name.
            </summary>
            <param name="appName">An application name. Must be the same as the server app name.</param>
            <param name="portNumber">The port number to establish the connection</param>
            <param name="hostName">The name of the server machine</param>
        </member>
        <member name="M:GoblinXNA.Network.LidgrenClient.#ctor(System.String,System.Int32,System.Byte[])">
            <summary>
            Creates a Lidgren network client with an application name, the port number,
            and the host IP address in 4 bytes.
            </summary>
            <param name="appName">An application name. Must be the same as the server app name.</param>
            <param name="portNumber">The port number to establish the connection</param>
            <param name="hostIPAddress">The IP address of the host in 4 bytes</param>
        </member>
        <member name="P:GoblinXNA.Network.LidgrenClient.EnableEncryption">
            <summary>
            Gets or sets whether to enable encryption.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.LidgrenClient.NetConfig">
            <summary>
            Gets or sets the net configuration for a Lidgren client.
            </summary>
            <remarks>
            For detailed information about each of the properties of NetConfiguration,
            please see the documentation included in the Lidgren's distribution package.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Network.LidgrenClient.SequenceChannel">
            <summary>
            Gets or sets the delivery channel. Default value is 0. Must be between 0 and 63.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.LidgrenClient.UseSequencedInsteadOfOrdered">
            <summary>
            Gets or sets whether to use Sequenced deliver method instead of Ordered.
            (e.g., ReliableOrdered becomes ReliableSequenced when INetworkObject's Ordered
            and Reliable are both set to true)
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DScrollBar">
            <summary>
            This class can be used to control the viewing area of a scrollable object.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DScrollBar.#ctor(GoblinXNA.GoblinEnums.Orientation,System.Int32,System.Int32,System.Int32)">
            <summary>
            Creates a scroll bar with the specified orientation, value, extent, and maximum.
            </summary>
            <param name="orientation"></param>
            <param name="value"></param>
            <param name="extent">The size of the viewable area (a.k.a visible amount)</param>
            <param name="max"></param>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DScrollBar.StateChangedEvent">
            <summary>
            An event triggered whenever the state of the scroll bar changes.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DScrollBar.Orientation">
            <summary>
            Gets the orientation of this scroll bar.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DScrollBar.Extent">
            <summary>
            Gets or sets the size of the viewable area (Note that this is different from the Extent property
            of G2DSlider).
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DScrollBar.UnitIncrement">
            <summary>
            Gets or sets the amount of increment/decrement when the up/left or down/right button is pressed.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DScrollBar.BlockIncrement">
            <summary>
            Gets or sets the amount of increment/decrement when the scrollbar is clicked (not on the scrollbar knob)
            </summary>
        </member>
        <member name="T:GoblinXNA.PerformanceChecker">
            <summary>
            A helper class for checking performance of certain code blocks.
            
            A time performance measure will be either printed on the console or to a file for the
            code block enclosed between Start() and Stop(string) method.
            </summary>
        </member>
        <member name="F:GoblinXNA.PerformanceChecker.Print">
            <summary>
            Indicates whether to print on the console window or write to a log file
            </summary>
        </member>
        <member name="M:GoblinXNA.PerformanceChecker.Start">
            <summary>
            Starts the performance measurement.
            </summary>
        </member>
        <member name="M:GoblinXNA.PerformanceChecker.Stop(System.String)">
            <summary>
            Stops the performance measurement.
            </summary>
            <param name="identifier">A prefix id string added at the beginning of the printed message</param>
        </member>
        <member name="T:GoblinXNA.Sounds.Sound">
            <summary>
            A wrapper class for the XNA audio library. This class provides an easy interface to play both
            2D and 3D sounds.
            </summary>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.GameActivated(System.Object,System.EventArgs)">
            <summary>
            Event handler that is invoked when the game is activated.
            </summary>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.Play(Microsoft.Xna.Framework.Audio.SoundEffect)">
            <summary>
            Triggers a new sound.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">Throws exception if this is called before Initialize(..)</exception>
            <param name="soundEffect">The loaded sound effect</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.Play(System.String)">
            <summary>
            Triggers a new sound.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">Throws exception if this is called before Initialize(..)</exception>
            <param name="soundEffectName">The name of the sound effect to play</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.Play3D(Microsoft.Xna.Framework.Audio.SoundEffect,GoblinXNA.Sounds.IAudioEmitter)">
            <summary>
            Triggers a new 3D sound
            </summary>
            <remarks>
            In order to free up unnecessary memory usage, the played cue is automatically destroyed
            when it stops playing. 
            </remarks>
            <exception cref="T:GoblinXNA.GoblinException">Throws exception if this is called before Initialize(..)</exception>
            <param name="soundEffect">The loaded sound effect</param>
            <param name="emitter">An IAudioEmitter object that defines the properties of the sound
            including position, and velocity.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.Play3D(System.String,GoblinXNA.Sounds.IAudioEmitter)">
            <summary>
            Triggers a new 3D sound
            </summary>
            <remarks>
            In order to free up unnecessary memory usage, the played cue is automatically destroyed
            when it stops playing. 
            </remarks>
            <exception cref="T:GoblinXNA.GoblinException">Throws exception if this is called before Initialize(..)</exception>
            <param name="soundEffectName">The name of the sound effect to play</param>
            <param name="emitter">An IAudioEmitter object that defines the properties of the sound
            including position, and velocity.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.Update(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Updates the XNA audio engine
            </summary>
            <param name="gameTime"></param>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.UpdateListener(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Updates the position and orientation of the listener for 3D audio effect
            </summary>
            <param name="gameTime"></param>
            <param name="position">The position of the listener</param>
            <param name="forward">The forward vector of the listener</param>
            <param name="up">The up vector of the lister</param>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.Apply3D(GoblinXNA.Sounds.Sound.Sound3D)">
            <summary>
            Updates the position and velocity settings of a 3D cue.
            </summary>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.PlaySongSafe">
            <summary>
            Helper method to wrap MediaPlayer.Play to handle exceptions.
            </summary>
        </member>
        <member name="M:GoblinXNA.Sounds.Sound.ResumeSongSafe">
            <summary>
            Helper method to wrap MediaPlayer.Resume to handle exceptions.
            </summary>
        </member>
        <member name="T:GoblinXNA.Sounds.Sound.Sound3D">
            <summary>
            Internal helper class for keeping track of an active 3D cue,
            and remembering which emitter object it is attached to.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Havok.HavokObject">
            <summary>
            An extension of the default PhysicsObject that contains additional properties
            specific to Havok physics library. Please see Havok documentation for details of each
            additional property.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Havok.HavokObject.#ctor(System.Object)">
            <summary>
            Creates a physics object with Havok specific properties.
            </summary>
            <param name="container">The container of this physics object.</param>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.MotionType">
            <summary>
            Gets or sets the motion type of this physics object. Default value is
            HavokPhysics.MotionType.MOTION_BOX_INERTIA.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.QualityType">
            <summary>
            Gets or sets the collision quality type of this physics object. Default value is
            HavokPhysics.CollidableQualityType.COLLIDABLE_QUALITY_INVALID.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.Friction">
            <summary>
            Gets or sets the friction of this physics object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.Restitution">
            <summary>
            Gets or sets the restitution of this physics object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.AllowedPenetrationDepth">
            <summary>
            Gets or sets the maximum allowed penetration depth for this physics object.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.MaxLinearVelocity">
            <summary>
            Gets or sets the maximum linear velocity this physics object can have.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.MaxAngularVelocity">
            <summary>
            Gets or sets the maximum angular velocity this physics object can have.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.ConvexRadius">
            <summary>
            Gets or sets the convex radius of this physics object. Default value is 0.05.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.GravityFactor">
            <summary>
            Gets or sets the factor multiplied to the gravity applied to this physics object.
            Default value is 1.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.IsPhantom">
            <summary>
            Gets or sets whether this physics object will be treated as a phantom object.
            Default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.ContactCallback">
            <summary>
            Gets or sets the callback function when there is a contact with other physics objects.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.CollisionStartCallback">
            <summary>
            Gets or sets the callback function when a collision between other physics objects starts.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.CollisionEndCallback">
            <summary>
            Gets or sets the callback function when a collision between other physics objects ends.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.PhantomEnterCallback">
            <summary>
            Gets or sets the callback function when a physics object enters this phantom object.
            Effective only IsPhantom is set to true.
            </summary>
            <see cref="P:GoblinXNA.Physics.Havok.HavokObject.IsPhantom"/>
        </member>
        <member name="P:GoblinXNA.Physics.Havok.HavokObject.PhantomLeaveCallback">
            <summary>
            Gets or sets the callback function when a physics object leaves this phantom object.
            Effective only IsPhantom is set to true.
            </summary>
            <see cref="P:GoblinXNA.Physics.Havok.HavokObject.IsPhantom"/>
        </member>
        <member name="T:GoblinXNA.Physics.Havok.HavokDllBridge">
            <summary>
            A C# interface to the unmanaged HavokWrapper.dll file.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.object_ids">
            <summary>
            The object ID that we are working with
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.#ctor">
            <summary>
            Creates an ARTag marker tracker.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.InitTracker(System.Object[])">
            <summary>
            Initilizes the marker tracker with a set of configuration parameters.
            </summary>
            <param name="configs">A set of configuration parameters</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.AssociateMarker(System.Object[])">
            <summary>
            Associates a marker with an identifier so that the identifier can be used to find this
            marker after processing the image. 
            </summary>
            <param name="markerConfigs">A set of parameters that identifies a maker. (e.g., for
            ARTag, this parameter would be the marker array name or marker ID)</param>
            <returns>An identifier for this marker object</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.ProcessImage(GoblinXNA.Device.Capture.IVideoCapture,System.IntPtr)">
            <summary>
            Processes the video image captured from an initialized video capture device. 
            </summary>
            <param name="captureDevice">An initialized video capture device</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.FindMarker(System.Object)">
            <summary>
            Checks whether a marker identified by 'markerID' is found in the processed image
            after calling ProcessImage(...) method.
            </summary>
            <param name="markerID">An ID associated with a marker returned from AssociateMarker(...)
            method.</param>
            <returns>A boolean value representing whether a marker was found</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.GetConfidence(System.Object)">
            <summary>
            Gets the confidence value of the given marker.
            </summary>
            <param name="markerID"></param>
            <returns></returns>
            <remarks>Returned value is valid only if FindMarker(..) returns true.</remarks>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.GetMarkerTransform">
            <summary>
            Gets the pose transformation of the found marker after calling the FindMarker(...) method.
            </summary>
            <remarks>
            This method should be called if and only if FindMarker(...) method returned true for
            the marker you're looking for. 
            </remarks>
            <returns>The pose transformation of a found marker</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.Dispose">
            <summary>
            Disposes this marker tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.ObjectIDs">
            <summary>
            Gets a list of ARToolkit object IDs that are returned by the ARToolkit library.
            ARToolkit associates an ID for every marker array.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.ZNearPlane">
            <summary>
            Gets or sets the near clipping plane used to compute CameraProjection.
            The default value is 10.
            </summary>
            <remarks>
            This property should be set before calling InitTracker(...).
            </remarks>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ARToolkitProTracker.ZFarPlane">
            <summary>
            Gets or sets the far clipping plane used to compute CameraProjection.
            The default value is 2000.
            </summary>
            <remarks>
            This property should be set before calling InitTracker(...).
            </remarks>
        </member>
        <member name="T:GoblinXNA.Device.GPS.GPSState">
            <summary>
            The status of the GPS receiver.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.GPS.GPS">
            <summary>
            This is a GPS class for reading data from a serial port and parsing the data
            into useful coordinates.
            
            The GPS is assumed to be on a serial port. Code has been tested on USB and Bluetooth
            based GPS devices.  To use, create a new instance of the GPS and add a GPSListener
            delegate or poll the object.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.#ctor">
            <summary>
            A private constructor.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.Initialize(System.String)">
            <summary>
            Initializes a GPS receiver with baud rate of 38400 through the specified 'port'.
            </summary>
            <param name="port">Serial port associated with GPS. ex: COM6:</param>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.Initialize(System.String,System.Int32)">
            <summary>
            Initializes a GPS receiver with the specified 'baud' rate through the specified 'port'.
            </summary>
            <param name="port">Serial port associated with GPS. ex: COM6</param>
            <param name="baud">Baud rate for GPS serial port communication</param>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.AddListener(GoblinXNA.Device.GPS.GPSListener)">
            <summary>
            Adds a listener to the GPS object so we can report coordinates as they come in
            </summary>
            <param name="listener"></param>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.AsynchronousReader(System.Object,System.IO.Ports.SerialDataReceivedEventArgs)">
            <summary>
            This is the listener to handle data as it comes in from the serial port
            </summary>
            <param name="sender"></param>
            <param name="e"></param>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.WriteLatLon">
            <summary>
            Sends the parsed data (latitude and longitude) to any listeners.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.ParseNMEAString(System.String)">
            <summary>
            Parses the data string.
            </summary>
            <param name="s"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.ParseGPGGA(System.String)">
             <summary>
             Parses $GPGGA - Global Positioning System Fix Data
            
             </summary>
             <remarks>
             Referenced from http://home.mira.net/~gnb/gps/nmea.html#gpgga
             </remarks>
             <param name="s"></param>
             <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.ParseGPRMC(System.String)">
             <summary>
             Parses $GPRMC - Recommended Minimum Specific GPS/TRANSIT Data
            
             </summary>
             <remarks>
             Referenced from http://home.mira.net/~gnb/gps/nmea.html#gprmc
             
             $GPRMC,hhmmss.ss,A,llll.ll,a,yyyyy.yy,a,x.x,x.x,ddmmyy,x.x,a,m*hh
             Field #
             1    = UTC time of fix
             2    = Data status (A=Valid position, V=navigation receiver warning)
             3    = Latitude of fix
             4    = N or S of longitude
             5    = Longitude of fix
             6    = E or W of longitude
             7    = Speed over ground in knots
             8    = Track made good in degrees True
             9    = UTC date of fix
             10   = Magnetic variation degrees (Easterly var. subtracts from true course)
             11   = E or W of magnetic variation
             12   = Mode indicator, (A=Autonomous, D=Differential, E=Estimated, N=Data not valid)
             13   = Checksum
             </remarks>
             <param name="s">String to parse</param>
             <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.NMEADegreesToDecimal(System.String)">
            <summary>
            Converts NMEA degrees decimal-minutes to decimal-degrees.
            </summary>
            <param name="nmeaString">NMEA string</param>
            <returns>decimal-degrees string</returns>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.heartbeat_tick(System.Object,System.Timers.ElapsedEventArgs)">
            <summary>
            Heartbeat for robustness
            </summary>
            <param name="sender"></param>
            <param name="e"></param>
        </member>
        <member name="M:GoblinXNA.Device.GPS.GPS.RestartGPS">
            <summary>
            Restarts the GPS
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.GPS.GPS.Latitude">
            <summary>
            Gets the current latitude.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.GPS.GPS.Longitude">
            <summary>
            Gets the current longitude.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.GPS.GPS.Elevation">
            <summary>
            Gets the current elevation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.GPS.GPS.SerialPort">
            <summary>
            Gets the serial port associated with this GPS receiver.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.GPS.GPS.BaudRate">
            <summary>
            Gets the baud rate for GPS serial port communication.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.GPS.GPS.KeepAlive">
            <summary>
            Gets or sets whether to try to automatically find GPS if lost.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Generic.GenericInput">
            <summary>
            An implementation of 6DOF input device using mouse based manipulation (e.g., dragging).
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Generic.GenericInput.#ctor">
            <summary>
            A private constructor.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Generic.GenericInput.Reset">
            <summary>
            Resets the translation and rotation to initial values.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.GenericInput.InitialTranslation">
            <summary>
            Sets the initial translation. Note that this will also set Translation property.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.GenericInput.InitialRotation">
            <summary>
            Sets the initial rotation. Note that this will also set Rotation property.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.GenericInput.BaseTransformation">
            <summary>
            Sets the base transform to use for panning.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.GenericInput.PanSpeed">
            <summary>
            Gets or sets the pan speed. The default value is 1.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.GenericInput.ZoomSpeed">
            <summary>
            Gets or sets the zoom speed. The default value is 1.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.GenericInput.RotateSpeed">
            <summary>
            Gets or sets the rotation speed. The default value is 1.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.GenericInput.Instance">
            <summary>
            Gets the instantiation of GenericInput class.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.UI2DRenderer">
            <summary>
            A helper class for performing 2D drawing, such as drawing lines, filling or drawing 
            rectangular, circular, or polygonal shapes.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.FillRectangle(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Color)">
            <summary>
            Fills a rectangle portion of the screen with given texture and color. If just want to fill
            it with a color, then set 'texture' to null.
            </summary>
            <param name="rect">A rectangle region to fill</param>
            <param name="texture">A texture to use for filling</param>
            <param name="color">A color to use for filling</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.DrawRectangle(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Int32)">
            <summary>
            Draws a rectangle with the given color and pixel width.
            </summary>
            <param name="rect">A rectangle to draw</param>
            <param name="color">The color of the line</param>
            <param name="pixelWidth">The width of the line</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.DrawLine(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Color,System.Int32)">
            <summary>
            Draws a line between two given points with the given color and pixel width
            </summary>
            <param name="p1">The starting point of the line</param>
            <param name="p2">The endint point of the line</param>
            <param name="color">The color of the line</param>
            <param name="pixelWidth">The width of the line</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.DrawLine(System.Int32,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Color,System.Int32)">
            <summary>
            Draws a line between two given points with the given color and pixel width
            </summary>
            <param name="x1">The x-coordinate of the starting point of the line</param>
            <param name="y1">The y-coordinate of the starting point of the line</param>
            <param name="x2">The x-coordinate of the ending point of the line</param>
            <param name="y2">The y-coordinate of the ending point of the line</param>
            <param name="color">The color of the line</param>
            <param name="pixelWidth">The width of the line</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.DrawCircle(System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Color)">
            <summary>
            Draws a circle centered at (x, y) with specified radius and a color.
            </summary>
            <param name="x">The x-coordinate of the center</param>
            <param name="y">The y-coordinate of the center</param>
            <param name="radius">The radius of this circle</param>
            <param name="color">The color of the circle</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.DrawCircle(Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Color)">
            <summary>
            Draws a circle centered at the 'center' point with the specified 'radius' and a 'color'.
            </summary>
            <param name="center">The center point of the circle</param>
            <param name="radius">The radius of this circle</param>
            <param name="color">The color of the circle</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.FillCircle(System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Color)">
            <summary>
            Fills a circlular region centered at (x, y) with the specified radius and a color.
            </summary>
            <param name="x">The x-coordinate of the center</param>
            <param name="y">The y-coordinate of the center</param>
            <param name="radius">The radius of this circle</param>
            <param name="color">The color of the circle</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.FillCircle(Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Color)">
            <summary>
            Fills a circlular region centered at the 'center' point with the specified 'radius' and a 'color'.
            </summary>
            <param name="center">The center point of the circle</param>
            <param name="radius">The radius of this circle</param>
            <param name="color">The color of the circle</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.FillPolygon(System.Collections.Generic.List{Microsoft.Xna.Framework.Point},Microsoft.Xna.Framework.Color)">
            <summary>
            Fills a polygonal region defined by the given 'points' with the specified 'color'.
            </summary>
            <param name="points">A list of points that define the polygonal region.</param>
            <param name="color">The color used to fill the polygon.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.FillPolygon(System.Collections.Generic.List{Microsoft.Xna.Framework.Point},Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Point)">
            <summary>
            Fills a polygonal region defined by the given 'points' shifted by 'offset' with the 
            specified 'color'.
            </summary>
            <param name="points">A list of points that define the polygonal region.</param>
            <param name="color">The color used to fill the polygon.</param>
            <param name="offset">An offset to each point defined in 'points'.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.FillPolygon(System.Collections.Generic.List{Microsoft.Xna.Framework.Point},Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Point,GoblinXNA.UI.UI2D.UI2DRenderer.PolygonShape)">
            <summary>
            Fills a polygon with the given point set, color, and offset. The 'shape' parameter is
            used for choosing an appropriate polygon filling algorithm.
            </summary>
            <remarks>
            This function still does not work for concave shapes.
            </remarks>
            <param name="points">A list of points that define the polygonal region.</param>
            <param name="color">The color used to fill the polygon.</param>
            <param name="offset">An offset to each point defined in 'points'.</param>
            <param name="shape">A parameter used for choosing an appropriate polygon filling algorithm.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.WriteText(Microsoft.Xna.Framework.Vector2,System.String,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Graphics.SpriteFont)">
            <summary>
            Draws a 2D text string on the screen
            </summary>
            <param name="pos">Position, in screen coordinates, of the upper left corner of 
            the first character</param>
            <param name="text">Text to be rendered on the screen</param>
            <param name="color">Color of the text</param>
            <param name="font">SpriteFont that defines the font family, style, size, etc</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.WriteText(Microsoft.Xna.Framework.Vector2,System.String,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Graphics.SpriteFont,Microsoft.Xna.Framework.Vector2)">
            <summary>
            Draws a 2D text string on the screen
            </summary>
            <param name="pos">Position, in screen coordinates, of the upper left corner of 
            the first character</param>
            <param name="text">Text to be rendered on the screen</param>
            <param name="color">Color of the text</param>
            <param name="font">SpriteFont that defines the font family, style, size, etc</param>
            <param name="scale">Scale to apply to the font</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.WriteText(Microsoft.Xna.Framework.Vector2,System.String,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Graphics.SpriteFont,GoblinXNA.GoblinEnums.HorizontalAlignment,GoblinXNA.GoblinEnums.VerticalAlignment)">
            <summary>
            Draws a 2D text string on the screen
            </summary>
            <param name="pos">Position, in screen coordinates, of the upper-left corner of 
            the first character</param>
            <param name="text">Text to be rendered on the screen</param>
            <param name="color">Color of the text</param>
            <param name="font">SpriteFont that defines the font family, style, size, etc</param>
            <param name="xAlign">Horizontal axis alignment of the text string (If set to other than None,
            then the X coordinate information of the 'pos' parameter will be ignored)</param>
            <param name="yAlign">Vertical axis alignment of the text string (If set to other than None,
            then the Y coordinate information of the 'pos' parameter will be ignored)</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.WriteText(Microsoft.Xna.Framework.Vector2,System.String,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Graphics.SpriteFont,Microsoft.Xna.Framework.Vector2,GoblinXNA.GoblinEnums.HorizontalAlignment,GoblinXNA.GoblinEnums.VerticalAlignment)">
            <summary>
            Draws a 2D text string on the screen
            </summary>
            <param name="pos">Position, in screen coordinates, of the upper-left corner of 
            the first character</param>
            <param name="text">Text to be rendered on the screen</param>
            <param name="color">Color of the text</param>
            <param name="font">SpriteFont that defines the font family, style, size, etc</param>
            <param name="scale">Scale to apply to the font</param>
            <param name="xAlign">Horizontal axis alignment of the text string (If set to other than None,
            then the X coordinate information of the 'pos' parameter will be ignored)</param>
            <param name="yAlign">Vertical axis alignment of the text string (If set to other than None,
            then the Y coordinate information of the 'pos' parameter will be ignored)</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.WriteText(Microsoft.Xna.Framework.Vector2,System.String,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Graphics.SpriteFont,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,Microsoft.Xna.Framework.Vector2,System.Single,System.Single,GoblinXNA.GoblinEnums.HorizontalAlignment,GoblinXNA.GoblinEnums.VerticalAlignment)">
            <summary>
            Draws a 2D text string on the screen
            </summary>
            <param name="pos">Position, in screen coordinates, of the left upper corner of 
            the first character</param>
            <param name="text">Text to be rendered on the screen</param>
            <param name="color">Color of the text</param>
            <param name="font">SpriteFont that defines the font family, style, size, etc</param>
            <param name="scale">Scale to apply to the font</param>
            <param name="effect">Rotations to apply prior to rendering</param>
            <param name="origin">Origin of the text. Specify (0, 0) for the upper-left corner</param>
            <param name="rotation">Angle, in radians, to rotate the text around origin</param>
            <param name="depth">Sorting depth of the sprite text, between 0(front) and 1(back)</param>
            <param name="xAlign">Horizontal axis alignment of the text string (If set to other than None,
            then the X coordinate information of the 'pos' parameter will be ignored)</param>
            <param name="yAlign">Vertical axis alignment of the text string (If set to other than None,
            then the Y coordinate information of the 'pos' parameter will be ignored)</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DRenderer.Flush(System.Boolean,System.Int32)">
            <summary>
            Flushes all of the accumulated 2D drawings including texts and shapes. The texts and shapes are not
            drawn until this function is called.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.MarkerNode">
            <summary>
            A scene graph node that defines an optically tracked fiducial marker.
            
            Any nodes added below a MarkerNode with WorldTranformation properties will be affected by the
            transformation returned by the marker tracker including GeometryNode, ParticleNode, SoundNode,
            CameraNode, and LightNode.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.MarkerNode.#ctor(System.String,GoblinXNA.Device.Vision.Marker.IMarkerTracker,System.Object[])">
            <summary>
            Creates a node that is tracked by fiducial marker (can be either an array or
            a single marker) and updated automatically.
            </summary>
            <param name="name">Name of this marker node</param>
            <param name="tracker">A marker tracker used to track this fiducial marker</param>
            <param name="markerConfigs">A list of configs that specify the fiducial marker 
            (can be either an array or a single marker) to look for</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.MarkerNode.#ctor(GoblinXNA.Device.Vision.Marker.IMarkerTracker,System.Object[])">
            <summary>
            Creates a node that is tracked by fiducial marker (can be either an array or a single
            marker) and updated automatically.
            </summary>
            <param name="tracker">A marker tracker used to track this fiducial marker</param>
            <param name="markerConfigs">A list of configs that specify the fiducial marker 
            (can be either an array or a single marker) to look for</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.MarkerNode.CloneNode">
            <summary>
            Marker node does not allow cloning a node.
            </summary>
            <returns></returns>
            <exception cref="T:GoblinXNA.GoblinException">If this method is called</exception>
        </member>
        <member name="M:GoblinXNA.SceneGraph.MarkerNode.Update(System.Single)">
            <summary>
            Updates the current matrix of this marker node
            </summary>
            <param name="elapsedTime">Elapsed time from last update in milliseconds</param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerNode.MarkerID">
            <summary>
            Gets the marker ID returned by the marker tracker library.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerNode.Smoother">
            <summary>
            Gets or sets the smoother used to filter the matrix returned by the optical marker
            tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerNode.Predictor">
            <summary>
            Gets or sets the prediction filter to apply to the transformation returned by the
            optical marker tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerNode.MaxDropouts">
            <summary>
            Gets or sets the maximum number of dropouts. If it fails to detect the marker within
            'MaxDropouts' frames, the WorldTransform becomes an empty matrix. Set this value to
            -1 number if you want to keep the last detected transformation indefinitely when the
            marker is not found.
            </summary>
            <remarks>
            Dropout count is used to make marker tracking more stable. For example, if MaxDropouts
            is set to 5, then even if the marker is not detected for 5 frames, it will use the previously
            detected transformation.
            </remarks>
            <seealso cref="P:GoblinXNA.SceneGraph.MarkerNode.WorldTransformation"/>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerNode.MarkerFound">
            <summary>
            Gets whether the marker is detected.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerNode.WorldTransformation">
            <summary>
            Gets the transformation of the detected marker. 
            </summary>
            <remarks>
            If no marker is detected after MaxDropouts, then transformation matrix with 
            all zero values is returned.
            </remarks>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerNode.Optimize">
            <summary>
            Gets or sets whether to optimize the scene graph by not traversing the nodes
            added below this node if marker is not found.
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.HandleServerConnection">
            <summary>
            A callback/delegate function for server connection event
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.HandleServerDisconnection">
            <summary>
            A callback/delegate function for server disconnection event
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DSeparator">
            <summary>
            A separator is a divider line that, typically used to separate regions on a panel by drawing
            a line.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DSeparator.orientation">
            <summary>
            Orietation of the separator
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DSeparator.thickness">
            <summary>
            Thickness of the separator (This variable replaces bounds.Height if drawn horizontally
            or bounds.Width if drawn vertically)
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DSeparator.adjustLength">
            <summary>
            Indicator of whether to adjust the length of this separator to either its parent's width
            or height depending on the orientation if it has a parent
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DSeparator.p1">
            <summary>
            Upper-left corner of the separator
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DSeparator.p2">
            <summary>
            Lower-right corner of the separator
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSeparator.#ctor(System.Int32,System.Boolean,GoblinXNA.GoblinEnums.Orientation)">
            <summary>
            Creates a divider line with the specified thickness and orientation.
            </summary>
            <param name="thickness">The thickness of the line</param>
            <param name="adjustLength">Indicates whether to adjust the length of this divider line to 
            either its parent's width or height depending on the orientation. If false, its own Bounds
            information is used to decide the length</param>
            <param name="orientation">The orientation of the line</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSeparator.#ctor(System.Boolean,GoblinXNA.GoblinEnums.Orientation)">
            <summary>
            Creates a divider line with thickness of 3 pixels and specified orientation.
            </summary>
            <param name="adjustLength">Indicates whether to adjust the length of this divider line to 
            either its parent's width or height depending on the orientation. If false, its own Bounds
            information is used to decide the length</param>
            <param name="orientation">The orientation of the line</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSeparator.#ctor(System.Boolean)">
            <summary>
            Creates a horizontal divider line with thickness of 3 pixels. 
            </summary>
            <param name="adjustLength">Indicates whether to adjust the length of this divider line to 
            either its parent's width or height depending on the orientation. If false, its own Bounds
            information is used to decide the length</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSeparator.#ctor">
            <summary>
            Creaes a horizontal divider line with thickness of 3 pixels.
            The length of the line is not adjusted to its parent.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSeparator.SetDrawingPoints">
            <summary>
            Set the drawing points of the separator
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSeparator.Orientation">
            <summary>
            Gets or sets the drawing orientation.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSeparator.SeparatorThickness">
            <summary>
            Gets or sets the thickness of the divider line (This variable replaces bounds.Height 
            if drawn horizontally or bounds.Width if drawn vertically)
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSeparator.AdjustLength">
            <summary>
            Gets or sets whether to adjust the length of this divider line to either its parent's width or height
            depending on the orientation if it has a parent.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.ParticleVertex">
            <summary>
            Custom vertex structure for drawing point sprite particles.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleVertex.SizeInBytes">
            <summary>
            Describe the size of this vertex structure.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleVertex.Corner">
            <summary>
            Stores which corner of the particle quad this vertex represents.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleVertex.Position">
            <summary>
            Stores the starting position of the particle.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleVertex.Velocity">
            <summary>
            Stores the starting velocity of the particle.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleVertex.Random">
            <summary>
            Four random values, used to make each particle look slightly different.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleVertex.Time">
            <summary>
            The time (in seconds) at that this particle was created.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.MarkerBundleNode">
            <summary>
            A scene graph node that defines a bundle of optically tracked fiducial marker arrays.
            The supporting marker nodes can supplement the tracking of the base marker array
            if the base marker array is not visible.
            
            Any nodes added below a MarkerBundleNode with WorldTranformation properties will be affected by the
            transformation returned by the marker tracker including GeometryNode, ParticleNode, SoundNode,
            CameraNode, and LightNode.
            </summary>
            <remarks>
            Do not add any of the supporting marker nodes to the scene since they will be updated
            automatically by this node.
            </remarks>
        </member>
        <member name="M:GoblinXNA.SceneGraph.MarkerBundleNode.#ctor(System.String,GoblinXNA.Device.Vision.Marker.IMarkerTracker,System.Collections.Generic.List{GoblinXNA.SceneGraph.MarkerNode},System.Object[])">
            <summary>
            Creates a marker bundle node.
            </summary>
            <param name="name">Name of this marker bundle node</param>
            <param name="tracker">A marker tracker used to track this fiducial marker</param>
            <param name="supportingMarkerNodes">A list of marker nodes that will supplement
            the base marker array</param>
            <param name="markerConfigs">A list of configs that specify the fiducial marker 
            (can be either an array or a single marker) to look for</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.MarkerBundleNode.#ctor(GoblinXNA.Device.Vision.Marker.IMarkerTracker,System.Collections.Generic.List{GoblinXNA.SceneGraph.MarkerNode},System.String[])">
            <summary>
            Creates a marker bundle node.
            </summary>
            <param name="tracker">A marker tracker used to track this fiducial marker</param>
            <param name="supportingMarkerNodes">A list of marker nodes that will supplement
            the base marker array</param>
            <param name="markerConfigs">A list of configs that specify the fiducial marker 
            (can be either an array or a single marker) to look for</param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.MarkerBundleNode.AutoReconfigure">
            <summary>
            Gets or sets whether to auto reconfigure the transform of each supporting marker nodes
            relative to the base marker array. Default value is false.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.JointInfo">
            <summary>
            General joint information that applies to all of the joint types implemented in
            Newton dynamics library.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.JointInfo.EnableCollision">
            <summary>
            Enable or disable collision between the two bodies linked by this joint. Defalut
            value is false.
            </summary>
            <remarks>
            Usually when two bodies are linked by a joint, the application wants collision between 
            this two bodies to be disabled. This is the default behavior of joints when they are 
            created, however when this behavior is not desired the application can change it by 
            setting collision on. If the application decides to enable collision between jointed 
            bodies, the application should make sure the collision geometry do not collide in the 
            work space of the joint.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.JointInfo.Stiffness">
            <summary>
            Gets or sets the strength coeficient to be applied to the joint reaction forces. 
            Default value is 0.9f, and must be between 0.0 and 1.0.
            </summary>
            <remarks>
            Constraint keep bodies together by calculating the exact force necessary to cancel 
            the relative acceleration between one or more common points fixed in the two bodies. 
            The problem is that when the bodies drift apart due to numerical integration inaccuracies, 
            the reaction force work to pull eliminated the error but at the expense of adding extra 
            energy to the system, does violating the rule that constraint forces must be work less. 
            This is a inevitable situation and the only think we can do is to minimize the effect of 
            the extra energy by dampening the force by some amount. In essence the stiffness 
            coefficient tell Newton calculate the precise reaction force by only apply a fraction of 
            it to the joint point. And value of 1.0 will apply the exact force, and a value of zero 
            will apply only 10 percent. 
            
            The stiffness is set to a all around value that work well for most situation, however 
            the application can play with these parameter to make finals adjustment. A high value 
            will make the joint stronger but more prompt to vibration of instability; a low value 
            will make the joint more stable but weaker.
            </remarks>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.BallAndSocketJoint">
            <summary>
            A joint info class that represents Newton's ball and socket joint interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.BallAndSocketJoint.#ctor(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a ball and socket joint with the given 'pivot'.
            </summary>
            <param name="pivot">The origin of ball and socket in global space.</param>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.BallAndSocketJoint.Pin">
            <summary>
            Sets a pointer to a unit vector defining the cone axis in global space. If this value
            is set to other than new Vector3(), the cone and twist limits of this ball and socket
            joint will be set. In that case, you need to set MaxConeAngle and MaxTwistAngle as 
            well.
            </summary>
            <see cref="P:GoblinXNA.Physics.Newton1.BallAndSocketJoint.MaxConeAngle"/>
            <see cref="P:GoblinXNA.Physics.Newton1.BallAndSocketJoint.MaxTwistAngle"/>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.BallAndSocketJoint.MaxConeAngle">
            <summary>
            Sets the max angle in radians the attached body is allow to swing relative to the 
            pin axis.  
            </summary>
            <remarks>
            A value of zero disable the cone limit. All non-zero values are clamped between 
            5 degree and 175 degrees.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.BallAndSocketJoint.MaxTwistAngle">
            <summary>
            Sets the kax angle in radians the attached body is allow to twist relative to 
            the pin axis.
            </summary>
            <remarks>
            A value of zero disable the twist limit.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.BallAndSocketJoint.NewtonBallCallback">
            <summary>
            Sets an update call back to be called when either of the two bodies linked by the joint 
            is active.
            </summary>
            <remarks>
            If the application wants to have some feedback from the joint simulation, the application 
            can register a function update callback to be called every time any of the bodies linked 
            by this joint is active. This is useful to provide special effects like particles, sound 
            or even to simulate breakable moving parts.
            </remarks>
            <example>
            <code>
            BallAndSocketJoint.NewtonBallCallback = delegate(IntPtr pNewtonBall)
            {
                float[] force = new float[3];
                   if (newtonJoint != IntPtr.Zero)
                       Newton.NewtonBallGetJointForce(pNewtonBall, force);
                
                if(force[0] + force[1] + force[2] > 100)
                    Newton.NewtonDestroyJoint(NewtonPhysics.NewtonWorld, pNewtonBall);
            };
            </code>
            </example>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.HingeJoint">
            <summary>
            A joint info class that represents Newton's hinge joint interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.HingeJoint.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a hinge joint with the given 'pivot' and 'pin'.
            </summary>
            <param name="pivot">The origin of the hinge in global space.</param>
            <param name="pin">The line of action of the hinge in global space.</param>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.HingeJoint.NewtonHingeCallback">
            <summary>
            Set an update call back to be called when either of the two body linked by the joint 
            is active. 
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.SliderJoint">
            <summary>
            A joint info class that represents Newton's slider joint interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.SliderJoint.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Create a slider joint with the given 'pivot' and 'pin'.
            </summary>
            <param name="pivot">The origin of the hinge in global space.</param>
            <param name="pinDir">The line of action of the hinge in global space.</param>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.SliderJoint.NewtonSliderCallback">
            <summary>
            Set an update call back to be called when either of the two body linked by the joint 
            is active. 
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.CorkscrewJoint">
            <summary>
            A joint info class that represents Newton's corkscrew joint interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.CorkscrewJoint.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Create a corkscrew joint with the given 'pivot' and 'pin'.
            </summary>
            <param name="pivot">The origin of the hinge in global space.</param>
            <param name="pinDir">The line of action of the hinge in global space.</param>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.CorkscrewJoint.NewtonCorkscrewCallback">
            <summary>
            Set an update call back to be called when either of the two body linked by the joint 
            is active. 
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.UniversalJoint">
            <summary>
            A joint info class that represents Newton's universal joint interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.UniversalJoint.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Create a universal joint with the given 'pivot', 'pinDir0', and 'pinDir1'.
            </summary>
            <param name="pivot">The origin of the hinge in global space.</param>
            <param name="pinDir0">First axis of rotation fixed on childBody body and perpendicular 
            to pinDir1.</param>
            <param name="pinDir1">Second axis of rotation fixed on parentBody body and perpendicular 
            to pinDir0.</param>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.UniversalJoint.NewtonUniversalCallback">
            <summary>
            Set an update call back to be called when either of the two body linked by the joint 
            is active. 
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.UpVectorJoint">
            <summary>
            A joint info class that represents Newton's up vector joint interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.UpVectorJoint.#ctor(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Create a up vector joint with the given 'pin'.
            </summary>
            <remarks>
            The child body is used, but the parent body is not used for this joint. 
            </remarks>
            <param name="pinDir">The aligning vector.</param>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.Torus">
            <summary>
            A torus geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Torus.#ctor(System.Single,System.Single,System.Int32,System.Int32)">
            <summary>
            Creates a torus of the given inner and outer radius around the Y axis centered around 
            the origin. The torus is subdivided around the Y axis into slices and around the
            torus tubes into stacks.
            </summary>
            <param name="inner">The inner radius of the torus. This has to be greater than or
            equal to 0 and less than outer radius.</param>
            <param name="outer">The outer radius of the torus. This has to be greater than 0
            and larger than the inner radius</param>
            <param name="slices">Specifies the number of subdivisions around the Y axis.
            This has to be greater than 4 and greater than 101.</param>
            <param name="stacks">Specifies the number of subdivisions around the torus tube. 
            This has to be greater than 4 and greater than 101.</param>
        </member>
        <member name="T:GoblinXNA.Device.Vision.Marker.MarkerException">
            <summary>
            An exception class specific to optical marker tracking functionalities.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_EnableFingerDetection">
            <summary>
            Detection of fingers on/off. Same settings for both hands in two hand mode.
            Default: ON
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_EnableHandTracking">
            <summary>
            Tracking of hand(s) on/off. Default: ON
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_EnableHeadTracking">
            <summary>
            Tracking of head on/off. Default: OFF
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_KalmanFilter">
            <summary>
            Kalman filtering of the hand tracking output (x, y, d) [image coordinates and
            gray levels]. Accepted values for TDV_KalmanFilter are 0-10. The heigher the 
            argument, the stronger filtering. At 0, the filtering is turned off. Default: OFF
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_MirrorImage">
            <summary>
            If true, the depth and color image (if available) is flipped around the vertical
            axis. Default: OFF
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_TwoHandMode">
            <summary>
            If true, two hands are tracked. If false, only the hand closest to the camera is
            detected. The flag does not automatically turn on.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Sensitivity">
            <summary>
            Sets the sensitivity of the tracking values: 1-10. A small value indicates a very 
            reactive system. A high value indicates a high temporal filtering on the gestures 
            detected. Default: 1
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Focal_Length">
            <summary>
            Focal length of the camera lens [mm].
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Pixel_width">
            <summary>
            Pixel width [mm]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Pixel_height">
            <summary>
            Pixel height [mm]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Row_Length">
            <summary>
            The width of the IR sensor [pixels]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Column_Length">
            <summary>
            The height of the IR sensor [pixels]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Optical_center_x">
            <summary>
            The optical center, horizontal direction [pixels]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_Optical_center_y">
            <summary>
            The optical center, vertical direction [pixels]
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_UseColorInformation">
            <summary>
            For future use. Always off currently.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_CalibrationMode">
            <summary>
            If true, the SDK is working in calibration mode. Default: OFF
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_CalibrationDone">
            <summary>
            If true, the calibration process has been completed. Default: OFF
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_OptimalCleanValue">
            <summary>
            As the last step of the calibration mode, an estimation of the optimal clean level
            of the depth camera is done. The results are stored in this parameter. Default: 2
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVTrackingParameters.TDV_CameraElevationAngle">
            <summary>
            The calibration mode estimates the elevation angle of the camera relative to the 
            floor. The parameter is given in radians. The world coordinates are rotated around 
            the depth window’s center with the angle specified by TDV_CameraElevationAngle.
            Running the DeepMedia SDK in calibration mode will reset the value of 
            TDV_CameraElevationAngle. Default value: 0.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVHand.Finger0">
            <summary>
            Indicates which fingers are valid
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVHand.HandPos">
            <summary>
            Position of the hand center
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVHand.FingerImagePos0">
            <summary>
            Position (in depth image) of each valid finger
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.TDVHand.FingerDirection0">
            <summary>
            The vector describing each finger. [dx, dy, Length]
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.#ctor(System.Int32,System.Int32,System.Int32)">
            <summary>
            Creates a hand tracker using the 3DV System's depth camera according to
            the specified depth image dimensions.
            </summary>
            <param name="width"></param>
            <param name="height"></param>
            <param name="rgbPixelSize"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.SetWindowParams(GoblinXNA.Device.Capture.DCam.TDVCameraWindowParams@)">
            <summary>
            Sets the parameters for the 3D window.
            </summary>
            <param name="window"></param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.ProcessFrame(System.IntPtr)">
            <summary>
            Sets the parameters for the 3D window.
            </summary>
            <remarks>
            Do not change the frame buffer until the function returns.
            Do not pass images in different sizes from frame to frame.
            </remarks>
            <param name="depthBuf">A pointer to the depth image</param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.ProcessFrame(System.IntPtr,System.IntPtr)">
            <summary>
            Processes a new 3D frame. The 'rgbBuf' parameter is currently not in
            use and might be IntPtr.Zero.
            </summary>
            <remarks>
            Do not change the frame buffer until the function returns.
            Do not pass images in different sizes from frame to frame.
            </remarks>
            <param name="depthBuf">A pointer to the depth image</param>
            <param name="rgbBuf">A pointer to the RGB color image</param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.GetHead(GoblinXNA.Device.Capture.DCam.TDVHead@)">
            <summary>
            Retrieves the tracking data of the head.
            </summary>
            <param name="head"></param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.GetFirstHandGesture(GoblinXNA.Device.Capture.DCam.TDVHand@)">
            <summary>
            Retrieves the gesture data of the left hand.
            </summary>
            <param name="hand"></param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.GetSecondHandGesture(GoblinXNA.Device.Capture.DCam.TDVHand@)">
            <summary>
            Retrieves the gesture data of the right hand.
            </summary>
            <param name="hand"></param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.ImagePoint2CameraPoint(GoblinXNA.Device.Capture.DCam.TDVImagePoint,GoblinXNA.Device.Capture.DCam.TDVCameraPoint@)">
            <summary>
            Converts a point from depth image space to camera space (measured in millimeters).
            The coordinate system is right handed with +X to the camera's right and +Y to the
            camera's down. 
            </summary>
            <remarks>
            Notice that the depth value of 'imagePoint' has to be set at function call. It is
            not resampled from the depth image.
            </remarks>
            <param name="imagePoint"></param>
            <param name="spacePoint"></param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.SetTrackingParameter(GoblinXNA.Device.Capture.DCam.TDVTrackingParameters,System.Single)">
            <summary>
            Sets the parameters for controlling the algorithm and setting the camera calibration
            parameters. For all the boolean flags, a nonzero positive value of the state arguments 
            represents true, otherwise the meaning is false.
            </summary>
            <remarks>
            If the camera parameters are changed, the internal update of the camera model 
            occurs automatically with the next call of ProcessFrame function.
            </remarks>
            <param name="param">The parameter to modify</param>
            <param name="state">The new value to set for this parameter</param>
            <see cref="M:GoblinXNA.Device.Capture.DCam.HandTracker.ProcessFrame(System.IntPtr)"/>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.GetTrackingParameter(GoblinXNA.Device.Capture.DCam.TDVTrackingParameters,System.Single@)">
            <summary>
            Gets the tracking parameter's value in 'state'
            </summary>
            <param name="param">The parameter to retrieve its value</param>
            <param name="state">The returned parameter value</param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.SetZSense">
            <summary>
            Bundle of preset calls to SetTrackingParameter that sets the camera model
            (Zsense\ZCam) used internally by the tracking class. Called by the class
            constructor.
            </summary>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.DeepMedia2UserMessage(System.IntPtr,System.Int32@)">
            <summary>
            Gets the messages from the SDK to the user (regarding position and working mode).
            </summary>
            <param name="buf">A pointer to the buffer to copy the current message to</param>
            <param name="size">The size, in bytes, of the buffer. Any message is maximum of
            256 bytes long.</param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.GetCalibrationImage">
            <summary>
            Gets the pointer to the calibration image (char*).
            </summary>
            <returns>A pointer to the calibration image (char*)</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.GetCalibrationImageSize(System.Int32@,System.Int32@)">
            <summary>
            Gets the size of the calibration image.
            </summary>
            <param name="width">Width of the image</param>
            <param name="height">Height of the image</param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.GetBikeThrust(System.Single@)">
            <summary>
            Gets the pose of 3DV Systems's special bike throttle. 
            </summary>
            <param name="thrust"></param>
            <returns>The result in TDVHandsSkelStatusID enum</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.HandTracker.Dispose">
            <summary>
            Disposes the hand tracker object.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DLabel">
            <summary>
            A display area for a text string. A label does not react to input events such as 
            keyboard or mouse events. You can specify the location of the label with respect to the display
            area by setting the horizontal and vertical alignment.
            
            In order to display the text, G2DLabel.TextFont must be set. Otherwise, the text will not show up.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DLabel.#ctor(System.String)">
            <summary>
            Creates a display area for a short text string with the specified text. 
            </summary>
            <param name="label">A text to be displayed</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DLabel.#ctor">
            <summary>
            Creates a display area for a short text string with an empty text.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Fancy.G2DWaitBar">
            <summary>
            An animated cycling bar that can be used to indicate busy wait. An optional 
            text message can be displayed with the wait animation. 
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DWaitBar.#ctor">
            <summary>
            Creates an animated cycling bar without any text messages.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DWaitBar.#ctor(System.String)">
            <summary>
            Creates an animated cycling bar to indicate busy wait with a text message.
            </summary>
            <param name="label">A text message to be displayed with the wait animation.</param>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DWaitBar.AnimationBarColor">
            <summary>
            Gets or sets the color of the circling animation bars.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DWaitBar.UpdateInterval">
            <summary>
            Gets or sets the update interval (speed) of the circling animation. The smaller the value is,
            the faster the update will be. The default update interval is 6.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl">
            <summary>
            A 2D UI component that can be used for controlling media such as video or audio.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.#ctor">
            <summary>
            Creates a media controller with default play and pause textures.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.#ctor(System.Int64)">
            <summary>
            Creates a media controller with the specified media duration.
            </summary>
            <param name="duration">The duration of a media to be controlled.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.#ctor(System.Int64,Microsoft.Xna.Framework.Color)">
            <summary>
            Creates a media controller with the specified media duration and the button color
            of play and pause button.
            </summary>
            <param name="duration">The duration of a media to be controlled.</param>
            <param name="buttonColor">The color of the play and pause button with default 
            play and pause textures.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.#ctor(System.Int64,Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.Texture2D)">
            <summary>
            Creates a media controller with the specified media duration, play button image,
            and pause button image. 
            </summary>
            <param name="duration">The duration of a media to be controlled.</param>
            <param name="playTexture">The textre image used for the play button.</param>
            <param name="pauseTexture">The texture image used for the pause button.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.Reset">
            <summary>
            Resets the position back to the start position and stops the play. 
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.Duration">
            <summary>
            Gets or sets the duration of the media to be controlled in milliseconds.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.StartPosition">
            <summary>
            Gets or sets the start position if negative is allowed. This value is effective only if
            AllowNegative is set to true.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.CurrentPosition">
            <summary>
            Gets or sets the current position of the media in milliseconds.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.AllowNegative">
            <summary>
            Gets or sets whether to allow negative position. The default value is false.
            If you set this to true, you should also set StartPosition to specify the
            starting (negative) position.
            </summary>
            <see cref="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.StartPosition"/>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.IsPlaying">
            <summary>
            Gets whether the media is in 'play' mode.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.Loop">
            <summary>
            Gets or sets whether to loop the current position when it reaches the end. The default value
            is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.ShowPositionTooltip">
            <summary>
            Gets or sets whether to show a tooltip above the play time slider that indicates the current
            position time. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.PlayCallback">
            <summary>
            Sets the callback function to be invoked whenever 'play' button is clicked.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.PauseCallback">
            <summary>
            Sets the callback function to be invoked whenever 'pause' button is clicked.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DMediaControl.PositionUpdateCallback">
            <summary>
            Sets the callback function to be invoked whenever the position of  the media gets updated.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DSlider">
            <summary>
            A slider lets the user graphically select a value by sliding a knob within a bounded interval. 
            The slider can show both major tick marks and minor tick marks between them, as well as labels.
            
            In order to display the value labels, G2DSlider.TextFont must be set. 
            Otherwise, the labels will not show up.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DSlider.valueIsAdjusting">
            <summary>
            Indicator of whether the current changes to the value property are part of 
            a series of changes
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSlider.#ctor(GoblinXNA.GoblinEnums.Orientation,System.Int32,System.Int32,System.Int32)">
            <summary>
            Creates a slider with specified orientation, and minimum, maximum, and initial values.
            </summary>
            <param name="orientation">The orientation of the slider</param>
            <param name="min">The minimum value the slider can take</param>
            <param name="max">The maximum value the slider can take</param>
            <param name="value">An initial value between the range of min and max values</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSlider.#ctor(System.Int32,System.Int32,System.Int32)">
            <summary>
            Creates a horizontal slider with the specified minimum, maximum, and initial values.
            </summary>
            <param name="min"></param>
            <param name="max"></param>
            <param name="value"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSlider.#ctor(System.Int32,System.Int32)">
            <summary>
            Creates a horizontal slider with the specified minimum and maximum values. The initial
            value is set to the average value of min and max.
            </summary>
            <param name="min"></param>
            <param name="max"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSlider.#ctor(GoblinXNA.GoblinEnums.Orientation)">
            <summary>
            Creates a slider in the range between 0 and 10 with the specified orientation and initial value
            of 5.
            </summary>
            <param name="orientation"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSlider.#ctor">
            <summary>
            Craetes a horizontal slider in the range between 0 and 10 with initial value of 5.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSlider.InvokeStateChangedEvent(System.Object)">
            <summary>
            Invokes the state changed event.
            </summary>
            <param name="source">The class that invoked this method.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSlider.PaintBorder">
            <summary>
            Paints dashed border when focused.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DSlider.StateChangedEvent">
            <summary>
            An event triggered whenever the slider value changes.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.Value">
            <summary>
            Gets or sets the slider's current value
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.Maximum">
            <summary>
            Gets or sets the slider's maximum value
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.Minimum">
            <summary>
            Gets or sets the slider's minimum value
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.Orientation">
            <summary>
            Gets or sets the slider's orientation
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.KnobLength">
            <summary>
            Gets or sets the length of the knob.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.Extent">
            <summary>
            Gets the range of values "covered" by the knob
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.MajorTickSpacing">
            <summary>
            Gets or sets the slider's major tick spacing. 
            
            For example, for a max value of 10 and min value of 0, major tick spacing of 5 
            will draw major ticks at 0, 5, and 10.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If MinorTickSpacing is set and this value is smaller than
            MinorTickSpacing</exception>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.MinorTickSpacing">
            <summary>
            Gets or sets the slider's minor tick spacing. 
            
            For example, for a max value of 10 and min value of 0, minor tick spacing of 2 
            will draw minor ticks at 0, 2, 4, 6, 8, and 10. 
            NOTE: If there is an overlap between major ticks and minor ticks, only major ticks 
            will be shown
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.SnapToTicks">
            <summary>
            Gets or sets whether to make the knob resolve to the closest tick mark next to where the 
            user positioned the knob
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.PaintTicks">
            <summary>
            Gets or sets whether to paint the ticks including both major and minor ticks. 
            </summary>
            <remarks>Major tick spacing has to be defined before the ticks can be painted</remarks>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.PaintLabels">
            <summary>
            Gets or sets whether to paint the labels. 
            </summary>
            <remarks>
            Labels are only shown below major ticks. Also, major tick spacing has to
            be defined before the labels can be painted
            </remarks>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.PaintTrack">
            <summary>
            Gets or sets whether to paint the track behind the knob
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSlider.ValueIsAdjusting">
            <summary>
            Gets whether the current changes to the value property are part 
            of a series of changes
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.Log">
            <summary>
            Log will create automatically a log file and write log/warning/error info for simple
            runtime error checking, which is very useful for minor errors. The application can still 
            continue working, but this log provides an easy way to find errors. Also, you can
            enable WriteToNotifier to make the log message appear on the screen if State.ShowNotification
            is enabled.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.Log.writer">
            <summary>
            Writer
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.Log.LogFilename">
            <summary>
            Log filename
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.Log.#ctor">
            <summary>
            Private constructor to prevent instantiation.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.Log.#cctor">
            <summary>
            Static constructor
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.Log.Write(System.String)">
            <summary>
            Writes a LogLevel.Warning text message to the Log file, as well as the screen, if enabled
            </summary>
            <param name="message">The log message</param>
        </member>
        <member name="M:GoblinXNA.Helpers.Log.Write(System.String,GoblinXNA.Helpers.Log.LogLevel)">
            <summary>
            Writes a log/warning/error text message to the Log file, as well as the screen, if enabled
            </summary>
            <param name="message">The log message</param>
            <param name="level">The log level</param>
        </member>
        <member name="P:GoblinXNA.Helpers.Log.WriteToNotifier">
            <summary>
            Gets or sets whether to write to the screen notifier, as well. If this is set to true
            and State.ShowNotification is set to true, anything written to Log will be automatically
            shown in the screen as well.
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.Log.LogLevel">
            <summary>
            An enum that defines the severity of the log message.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.Log.LogLevel.Log">
            <summary>
            Low level of severity. For minor debugging purposes.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.Log.LogLevel.Warning">
            <summary>
            Middle level of severity. Not critical for executing the application, but
            the user should pay attention.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.Log.LogLevel.Error">
            <summary>
            High level of severtiy. Critical for executing the application.
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.ByteHelper">
            <summary>
            A helper class that implements various useful functions to convert between array of bytes
            and other types.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertToByte(System.String)">
            <summary>
            Converts a string to an array of bytes.
            </summary>
            <param name="s">A string to be converted</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertToString(System.Byte[])">
            <summary>
            Converts an array of bytes to a string.
            </summary>
            <param name="b">An array of bytes</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertToFloat(System.Byte[],System.Int32)">
            <summary>
            Converts 4 bytes to a single-precision floating number.
            </summary>
            <param name="b">An array of bytes with length of at least 4</param>
            <param name="startIndex">4 bytes are taken from this start index in the byte array</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertToInt(System.Byte[],System.Int32)">
            <summary>
            Converts 4 bytes to a 32-bit integer value.
            </summary>
            <param name="b">An array of bytes with length of at least 4</param>
            <param name="startIndex">4 bytes are taken from this start index in the byte array</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertToShort(System.Byte[],System.Int32)">
            <summary>
            Converts 2 bytes to a 16-bit integer value.
            </summary>
            <param name="b">An array of bytes with length of at least 2</param>
            <param name="startIndex">2 bytes are taken from this start index in the byte array</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertFloatArray(System.Collections.Generic.List{System.Single})">
            <summary>
            Converts a list of single-precision floating numbers to an array of bytes.
            </summary>
            <param name="floats">A list of single-precision floating numbers</param>
            <returns>An array of bytes with size of 4 * (number of floats)</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertIntArray(System.Collections.Generic.List{System.Int32})">
            <summary>
            Converts a list of 32-bit integer numbers to an array of bytes.
            </summary>
            <param name="ints">A list of 32-bit integer numbers</param>
            <returns>An array of bytes with size of 4 * (number of ints)</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConvertShortArray(System.Collections.Generic.List{System.Int16})">
            <summary>
            Converts a list of 16-bit integer numbers to an array of bytes.
            </summary>
            <param name="shorts">A list of 16-bit integer numbers</param>
            <returns>An array of bytes with size of 2 * (number of shorts)</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.FillByteArray(System.Byte[]@,System.Int32,System.Byte[])">
            <summary>
            Fills the given dest byte array from the destStartIndex with the entire src byte array
            </summary>
            <remarks>
            If the source contains more than (dest.Length - destStartIndex) bytes, then the overflowed 
            bytes are not copied into the destination array..
            </remarks>
            <param name="dest">The destination where the source array will be copied</param>
            <param name="destStartIndex">The index of the destination array where the copy starts</param>
            <param name="src">The source array where to copy from</param>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.ConcatenateBytes(System.Byte[],System.Byte[])">
            <summary>
            Concatenates two byte arrays.
            </summary>
            <param name="b1">The first byte array to be concatenated</param>
            <param name="b2">The second byte array to be concatenated</param>
            <returns>The concatenated byte array with size of b1 + b2</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.ByteHelper.Truncate(System.Byte[],System.Int32,System.Int32)">
            <summary>
            Truncates an array of bytes from the startIndex for the specified length.
            </summary>
            <param name="value">A byte array to be truncated</param>
            <param name="startIndex">The index in the 'value' array where truncation starts</param>
            <param name="length">The length of the new truncated array</param>
            <returns>The truncated byte array with size of 'length'</returns>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.VertexPositionNormal">
            <summary>
            Custom vertex format with position and normal information
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Geometry.VertexPositionNormal.Position">
            <summary>
            Gets or sets the position of this vertex.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Geometry.VertexPositionNormal.Normal">
            <summary>
            Gets or sets the normal of this vertex.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Geometry.VertexPositionNormal.SizeInBytes">
            <summary>
            Gets the size of this vertex structure in bytes.
            </summary>
        </member>
        <member name="T:GoblinXNA.Shaders.IAlphaBlendable">
            <summary>
            An interface that is used for shaders that can blend alpha values between the model's
            original alpha and alpha in the Material (Diffuse.W) when IModel.UseInternalMaterials is
            set to true.
            </summary>
        </member>
        <member name="M:GoblinXNA.Shaders.IAlphaBlendable.SetOriginalAlphas(Microsoft.Xna.Framework.Graphics.ModelEffectCollection)">
            <summary>
            Sets the original alpha values from the model's internal effect collection, so that
            these original values can be multiplied with the Material alpha values.
            </summary>
            <param name="effectCollection"></param>
        </member>
        <member name="T:GoblinXNA.Device.InterSense.InterSenseStation">
            <summary>
            Summary description for InterSenseStation.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.InterSense.InterSenseStation.CreateWorldMatrix">
             <summary>
             Updates the WorldViewMatrix of the tracker to reflect the following coordinate frame 
             (right handed coordinates):        
             
             //  ---Ceiling in Lab---
            
                 +Y
                  ^  ^ +Z (Back Wall)    
              +X  | /       
              ----         
            
              ---Floor in Lab ----
            
             The code in this class is a specic to the coordinate frame listed above
                        
             </summary>
        </member>
        <member name="P:GoblinXNA.Device.InterSense.InterSenseStation.PositionVector">
            <summary>
            The raw position vector from the Intersense Tracker
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InterSense.InterSenseStation.OrientationVector">
            <summary>
            The raw orientation vector from the Intersense Tracker
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InterSense.MyUdpClient">
            <summary>
            Helper class for accessing the Poll() method in UpdClient
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InterSense.InterSenseSocket">
            <summary>
            Summary description for InterSenseSocket.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleMousePress">
            <summary>
            A delegate/callback function that defines what to do when the mouse is pressed.
            </summary>
            <param name="button">LeftButton, MiddleButton, or RightButton</param>
            <param name="mouseLocation">The location in screen coordinates where the mouse is pressed</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleMouseRelease">
            <summary>
            A delegate/callback function that defines what to do when the mouse is released.
            </summary>
            <param name="button">LeftButton, MiddleButton, or RightButton</param>
            <param name="mouseLocation">The location in screen coordinates where the mouse is released</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleMouseClick">
            <summary>
            A delegate/callback function that defines what to do when the mouse is clicked.
            </summary>
            <param name="button">LeftButton, MiddleButton, or RightButton</param>
            <param name="mouseLocation">The location in screen coordinates where the mouse is clicked</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleMouseMove">
            <summary>
            A delegate/callback function that defines what to do when the mouse is moved.
            </summary>
            <param name="mouseLocation">The current location of the mouse in screen coordinates</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleMouseDrag">
            <summary>
            A delegate/callback function that defines what to do when the mouse is dragged.
            </summary>
            <param name="button">LeftButton, MiddleButton, or RightButton</param>
            <param name="startLocation">The start location of the mouse drag in screen coordinates</param>
            <param name="currentLocation">The current location of the mouse drag in screen coordinates</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.HandleMouseWheelMove">
            <summary>
            A delegate/callback function that defines what to do when the mouse wheel is moved.
            </summary>
            <param name="delta">The difference of current mouse scroll wheel value from previous
            mouse scroll wheel value</param>
            <param name="value">The cumulative mouse scroll wheel value since the game/application
            was started</param>
        </member>
        <member name="T:GoblinXNA.Device.Generic.MouseEventType">
            <summary>
            An enum that defines the mouse event type.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Generic.MouseInput">
             <summary>
             A helper class for handling the mouse input. This class wraps the functionalities provided
             by XNA's MouseState class, and mouse events are handled based on interrupt method (callback
             functions), rather than polling method (XNA's MouseState), so that the developer doesn't need to 
             poll the status of the mouse state every frame by herself/himself.
             </summary>
             <example>
             An example of adding a mouse press event handler:
             
             MouseInput mouseInput = MouseInput.Instance;
             mouseInput.MousePressEvent += new HandleMousePress(MousePressHandler);
            
             private void MousePressHandler(int button, Point mouseLocation)
             {
                //Insert your mouse press handling code here
                if(button == MouseInput.LeftButton)
                {
                    ....
                }
             }
             </example>
             <remarks>
             MouseInput is a singleton class, so you should access this class through Instance property.
             </remarks>
        </member>
        <member name="F:GoblinXNA.Device.Generic.MouseInput.LeftButton">
            <summary>
            Indicates the left mouse button of a 3-state mouse device.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.MouseInput.MiddleButton">
            <summary>
            Indicates the middle mouse button of a 3-state mouse device. A middle button is
            usually the mouse wheel.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.MouseInput.RightButton">
            <summary>
            Indicates the right mouse button  of a 3-state mouse device.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.MouseInput.mouseState">
            <summary>
            Mouse state, set every frame in the Update method.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Generic.MouseInput.mouseWheelDelta">
            <summary>
            Mouse wheel delta this frame. We do not get the total scroll value, but we usually 
            need the current delta!
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Generic.MouseInput.#ctor">
            <summary>
            A private constructor.
            </summary>
            <remarks>
            Don't instatiate this constructor.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Device.Generic.MouseInput.TriggerDelegates(System.Byte[])">
            <summary>
            Triggers the mouse event callback functions programatically with the given byte data
            array. The data format differs depending on the MouseEventType. Use GetNetworkData(...)
            functions to convert each of the mouse events and the necessary information (e.g., button)
            to a byte array.
            </summary>
            <see cref="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(GoblinXNA.Device.Generic.MouseEventType,System.Int32,Microsoft.Xna.Framework.Point)"/>
            <seealso cref="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(Microsoft.Xna.Framework.Point)"/>
            <seealso cref="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(System.Int32,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)"/>
            <seealso cref="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(System.Int32,System.Int32)"/>
            <param name="data">An array of bytes containing specific data used to trigger
            the mouse event callback functions</param>
        </member>
        <member name="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(GoblinXNA.Device.Generic.MouseEventType,System.Int32,Microsoft.Xna.Framework.Point)">
            <summary>
            Converts the mouse event type, mouse button, and mouse location to an array of bytes
            so that it can be sent over the network.
            </summary>
            <param name="type">Must be Press, Release, or Click</param>
            <param name="button">RightButton, MiddleButton, or LeftButton</param>
            <param name="mouseLocation"></param>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(Microsoft.Xna.Framework.Point)">
            <summary>
            Converts mouse location to an array of bytes for the 'Move' mouse event type
            so that it can be sent over the network.
            </summary>
            <param name="mouseLocation"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(System.Int32,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
            <summary>
            Converts the mouse button, mouse start location, and current mouse location to an 
            array of bytes for the 'Drag' mouse event type so that it can be sent over the network.
            </summary>
            <param name="button">RightButton, MiddleButton, or LeftButton</param>
            <param name="startLocation"></param>
            <param name="currentLocation"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Generic.MouseInput.GetNetworkData(System.Int32,System.Int32)">
            <summary>
            Converts the delta and value for the 'WheelMove' mouse event type to an array of 
            bytes so that it can be sent over the network.
            </summary>
            <param name="delta"></param>
            <param name="value"></param>
            <returns></returns>
        </member>
        <member name="E:GoblinXNA.Device.Generic.MouseInput.MouseClickEvent">
            <summary>
            An event to add or remove mouse click delegate/callback functions
            </summary>
        </member>
        <member name="E:GoblinXNA.Device.Generic.MouseInput.MousePressEvent">
            <summary>
            An event to add or remove mouse press delegate/callback functions
            </summary>
        </member>
        <member name="E:GoblinXNA.Device.Generic.MouseInput.MouseReleaseEvent">
            <summary>
            An event to add or remove mouse release delegate/callback functions
            </summary>
        </member>
        <member name="E:GoblinXNA.Device.Generic.MouseInput.MouseMoveEvent">
            <summary>
            An event to add or remove mouse move delegate/callback functions
            </summary>
        </member>
        <member name="E:GoblinXNA.Device.Generic.MouseInput.MouseDragEvent">
            <summary>
            An event to add or remove mouse drag delegate/callback functions
            </summary>
        </member>
        <member name="E:GoblinXNA.Device.Generic.MouseInput.MouseWheelMoveEvent">
            <summary>
            An event to add or remove mouse wheel move delegate/callback functions
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.MouseLeftButtonPressed">
            <summary>
            Gets whether the left mouse button is currently pressed.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.MouseRightButtonPressed">
            <summary>
            Gets whether the right mouse button is currently pressed.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.MouseMiddleButtonPressed">
            <summary>
            Gets whether the middle mouse button is currently pressed.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.MouseLeftButtonReleased">
            <summary>
            Gets whether the left mouse button is currently released.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.MouseRightButtonReleased">
            <summary>
            Gets whether the right mouse button is currently released.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.MouseMiddleButtonReleased">
            <summary>
            Gets whether the middle mouse button is currently released.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.MouseLocation">
            <summary>
            Gets the current mouse position in the screen coordinate.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.OnlyHandleInsideWindow">
            <summary>
            Gets or sets whether to handle mouse events only if the mouse cursor is inside
            the window. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.OnlyTrackWhenFocused">
            <summary>
            Gets or sets whether to handle mouse events only if the current window is
            focused. The default value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Generic.MouseInput.Instance">
            <summary>
            Gets the instantiation of MouseInput class.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule">
            <summary>
            A collection of Enums used for the PGRFlyCapture class.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate">
            <summary>
            Enum describing different framerates. 
            (adapted from PGRFlyCapture.h)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_1_875">
            <summary>
            1.875 fps. (Frames per second)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_3_75">
            <summary>
            3.75 fps.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_7_5">
            <summary>
            7.5 fps.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_15">
            <summary>
            15 fps.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_30">
            <summary>
            30 fps.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_50">
            <summary>
            Deprecated.  Please use Custom image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_60">
            <summary>
            60 fps.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_120">
            <summary>
            120 fps.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_240">
            <summary>
            240 fps.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_NUM_FRAMERATES">
            <summary>
            Number of possible camera frame rates.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_CUSTOM">
            <summary>
            Custom frame rate.  Used with custom image size functionality.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureFrameRate.FLYCAPTURE_FRAMERATE_ANY">
            <summary>
            Hook for "any usable frame rate."
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode">
            <summary>
            Enum describing different video modes.
            </summary>
            <remarks>
            The explicit numbering is to provide downward compatibility for this enum.
            (adapted from PGRFlyCapture.h)
            </remarks>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_160x120YUV444">
            <summary>
            160x120 YUV444.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_320x240YUV422">
            <summary>
            320x240 YUV422.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_640x480YUV411">
            <summary>
            640x480 YUV411.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_640x480YUV422">
            <summary>
            640x480 YUV422.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_640x480RGB">
            <summary>
            640x480 24-bit RGB.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_640x480Y8">
            <summary>
            640x480 8-bit greyscale or bayer tiled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_640x480Y16">
            <summary>
            640x480 16-bit greyscale or bayer tiled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_800x600YUV422">
            <summary>
            800x600 YUV422.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_800x600RGB">
            <summary>
            800x600 RGB.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_800x600Y8">
            <summary>
            800x600 8-bit greyscale or bayer tiled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_800x600Y16">
            <summary>
            800x600 16-bit greyscale or bayer tiled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1024x768YUV422">
            <summary>
            1024x768 YUV422.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1024x768RGB">
            <summary>
            1024x768 RGB.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1024x768Y8">
            <summary>
            1024x768 8-bit greyscale or bayer tiled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1024x768Y16">
            <summary>
            1024x768 16-bit greyscale or bayer tiled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1280x960YUV422">
            <summary>
            1280x960 YUV422.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1280x960RGB">
            <summary>
            1280x960 RGB.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1280x960Y8">
            <summary>
            1280x960 8-bit greyscale or bayer titled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1280x960Y16">
            <summary>
            1280x960 16-bit greyscale or bayer titled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1600x1200YUV422">
            <summary>
            1600x1200 YUV422.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1600x1200RGB">
            <summary>
            1600x1200 RGB.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1600x1200Y8">
            <summary>
            1600x1200 8-bit greyscale or bayer titled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_1600x1200Y16">
            <summary>
            1600x1200 16-bit greyscale or bayer titled color image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_CUSTOM">
            <summary>
            Custom video mode.  Used with custom image size functionality.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_VIDEOMODE_ANY">
            <summary>
            Hook for "any usable video mode."
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureVideoMode.FLYCAPTURE_NUM_VIDEOMODES">
            <summary>
            Number of possible video modes.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureCameraModel">
            <summary>
            An enumeration used to describe the different camera models that can be 
            accessed through this SDK.
            (adapted from PGRFlyCapture.h)
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureCameraType">
            <summary>
            An enumeration used to describe the different camera color configurations.
            (adapted from PGRFlyCapture.h)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureCameraType.FLYCAPTURE_BLACK_AND_WHITE">
            <summary>
            black and white system.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureCameraType.FLYCAPTURE_COLOR">
            <summary>
            color system.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImageFileFormat">
            <summary>
            Enumerates the image file formats that flycaptureSaveImage() can write to.
             (adapted from PGRFlyCapture.h)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImageFileFormat.FLYCAPTURE_FILEFORMAT_PGM">
            <summary>
            Single channel (8 or 16 bit) greyscale portable grey map.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImageFileFormat.FLYCAPTURE_FILEFORMAT_PPM">
            <summary>
            3 channel RGB portable pixel map.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImageFileFormat.FLYCAPTURE_FILEFORMAT_BMP">
            <summary>
            3 or 4 channel RGB windows bitmap.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImageFileFormat.FLYCAPTURE_FILEFORMAT_JPG">
            <summary>
            JPEG format.  Not implemented.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImageFileFormat.FLYCAPTURE_FILEFORMAT_PNG">
            <summary>
            Portable Network Graphics format.  Not implemented.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImageFileFormat.FLYCAPTURE_FILEFORMAT_RAW">
            <summary>
            Raw data output.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureInfo">
            <summary>
            Camera information structure.  This structure will eventually be replaced
            by FlyCaptureInfoEx.
            (adapted from PGRFlyCapture.h)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureInfo.SerialNumber">
            <summary>
            camera serial number.
            </summary>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureInfo.CameraType" ignoriert -->
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureInfo.CameraModel">
            <summary>
            Camera model.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureInfo.pszModelString">
            <summary>
            Null-terminated camera model string for attached camera.
            public string pszModelString;
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat">
            <summary>
            An enumeration used to indicate the type of the returned pixels.  This
            enumeration is used as a member of FlyCaptureImage and as a parameter
            to FlyCaptureStartCustomImage.
            (adapted from PGRFlyCapture.h)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_MONO8">
            <summary>
            8 bits of mono information.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_411YUV8">
            <summary>
            YUV 4:1:1.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_422YUV8">
            <summary>
            YUV 4:2:2.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_444YUV8">
            <summary>
            YUV 4:4:4.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_RGB8">
            <summary>
            R = G = B = 8 bits.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_MONO16">
            <summary>
            16 bits of mono information.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_RGB16">
            <summary>
            R = G = B = 16 bits.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_S_MONO16">
            <summary>
            16 bits of signed mono information.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_S_RGB16">
            <summary>
            R = G = B = 16 bits signed.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_RAW8">
            <summary>
            8 bit raw data output of sensor.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_RAW16">
            <summary>
            16 bit raw data output of sensor.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_BGR">
            <summary>
            24 bit BGR
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FLYCAPTURE_BGRU">
            <summary>
            32 bit BGRU
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCapturePixelFormat.FCPF_FORCE_QUADLET">
            <summary>
            Unused member to force this enum to compile to 32 bits.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureTimestamp">
             <summary>
             This structure defines the format in which time is represented in the 
             PGRFlycapture SDK.  The ulSeconds and ulMicroSeconds values represent the
             absolute system time when the image was captured.  The ulCycleSeconds
             and ulCycleCount are higher-precision values that have either been 
             propagated up from the 1394 bus or extracted from the image itself.  The 
             data will be extracted from the image if image timestamping is enabled and
             directly (and less accurately) from the 1394 bus otherwise.
            
             The ulCycleSeconds value will wrap around after 128 seconds.  The ulCycleCount 
             represents the 1/8000 second component. Use these two values when synchronizing 
             grabs between two computers sharing a common 1394 bus that may not have 
             precisely synchronized system timers.
             (adapted from PGRFlyCapture.h)
             </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureTimestamp.ulSeconds">
            <summary>
            The number of seconds since the epoch. 
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureTimestamp.ulMicroSeconds">
            <summary>
            The microseconds component.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureTimestamp.ulCycleSeconds">
            <summary>
            The cycle time seconds.  0-127.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureTimestamp.ulCycleCount">
            <summary>
            The cycle time count.  0-7999. (1/8000ths of a second.)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureTimestamp.ulCycleOffset">
            <summary>
            The cycle offset.  0-3071 (1/3072ths of a cycle count.)
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage">
            <summary>
            This structure is used to pass image information into and out of the API.
            </summary>
            <remarks>
            The size of the image buffer is iRowInc * iRows, and depends on the
            pixel format.
            (adapted from PGRFlyCapture.h)
            </remarks>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.iRows">
            <summary>
            Rows, in pixels, of the image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.iCols">
            <summary>
            Columns, in pixels, of the image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.iRowInc">
            <summary>
            Row increment.  The number of bytes per row.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.videoMode">
            <summary>
            Video mode that this image was captured with.  Only populated when the
            image is returned from a grab call.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.timeStamp">
            <summary>
            Timestamp of this image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.pData">
            <summary>
            Pointer to the actual image data.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.bStippled">
            <summary>
            If the returned image is Y8 or Y16, this flag indicates whether it is
            a greyscale or stippled (bayer tiled) image.  In modes other than Y8
            or Y16, this flag has no meaning.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.pixelFormat">
            <summary>
            The pixel format of this image.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.uiNumImages">
            <summary>
            The number of images that make up the data.  
            Used for stereo cameras where images are interleaved.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.PointGrey.PGRFlyModule.FlyCaptureImage.ulReserved">
            <summary>
            Reserved for future use.
            [MarshalAs(System.Runtime.InteropServices.UnmanagedType.ByValArray,
            	 SizeConst=6)]
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI3D.G3DPanel">
            <summary>
            NOT FINISHED YET.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.#ctor(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Graphics.Model,Microsoft.Xna.Framework.Graphics.Effect,System.Single)">
            <summary>
            Constructs a default GoblinXNA 2D GUI panel
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.GetComponentAt(System.Int32)">
            <summary>
            Get the component at ith position if exists. If no component exists at ith position,
            it will return a null.
            </summary>
            <param name="i"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.Add(GoblinXNA.UI.UI3D.G3DComponent)">
            <summary>
            Add a child component to this panel
            </summary>
            <param name="comp"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.Remove(GoblinXNA.UI.UI3D.G3DComponent)">
            <summary>
            Remove a child component from this panel if already added
            </summary>
            <param name="comp"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.RemoveComponentAt(System.Int32)">
            <summary>
            Remove a child component from this panel at a specific index
            </summary>
            <param name="i"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.RemoveAllComponents">
            <summary>
            Remove all of the child components added to this panel
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.SetupVertexIndexBuffer">
            <summary>
            
                  0             1
                   -------------
                  /|           /|
               3 / |        2 / |
                --------------  |
                | 4|_________|__| 5
                | /          | /
                |/           |/
              7 -------------- 6
            
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.G3DPanel.GetPreRootParent(GoblinXNA.UI.UI3D.G3DComponent)">
            <summary>
            Get the parent right before reaching the root
            </summary>
            <param name="comp"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.UI.UI3D.G3DPanel.HasChildren">
            <summary>
            Gets whether this panel has any children components added
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI3D.G3DPanel.Children">
            <summary>
            Gets all of the components added to this panel
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.LidgrenServer">
            <summary>
            An implementation of the IServer interface using the Lidgren network library
            (http://code.google.com/p/lidgren-library-network).
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.IServer">
            <summary>
            An interface that defines the properties and methods of a network server.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.IServer.Initialize">
            <summary>
            Initializes this server for accepting connections.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.IServer.BroadcastMessage(System.Byte[],System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Broadcasts a message to all of the connected clients except the sender if 
            'excludeSender' is set to false. Otherwise, it broadcasts to all connected clients.
            </summary>
            <param name="msg">The message to broadcast</param>
            <param name="reliable">Whether the message is guaranteed to arrive at the
            receiver side</param>
            <param name="inOrder">Whether the message arrives in order at the receiver side</param>
            <param name="excludeSender">Whether to exclude the sender</param>
        </member>
        <member name="M:GoblinXNA.Network.IServer.SendMessage(System.Byte[],System.Collections.Generic.List{System.String},System.Boolean,System.Boolean)">
            <summary>
            Sends a message to a list of specific clients with the given IP addresses.
            </summary>
            <param name="msg">The message to send</param>
            <param name="ipAddresses">The IP addresses of the clients to send to</param>
            <param name="reliable">Whether the message is guaranteed to arrive at the
            receiver side</param>
            <param name="inOrder">Whether the message arrives in order at the receiver side</param>
        </member>
        <member name="M:GoblinXNA.Network.IServer.ReceiveMessage(System.Collections.Generic.List{System.Byte[]}@)">
            <summary>
            Concatenates received messages in byte arrays to the passed list.
            </summary>
            <param name="messages">Received messages in array of bytes</param>
        </member>
        <member name="M:GoblinXNA.Network.IServer.Shutdown">
            <summary>
            Shuts down the server.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IServer.PortNumber">
            <summary>
            Gets or sets the port number used to transfer messages.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IServer.MyIPAddress">
            <summary>
            Gets the address of this server in 4 bytes.
            </summary>
            <remarks>
            It returns 4 bytes instead of String in order to optimize the network transfer.
            (e.g., 192.168.0.1 will be byte[0] = (byte)192, byte[1] = (byte)168, byte[2] = (byte)0,
            byte[3] = (byte)1)
            </remarks>
        </member>
        <member name="P:GoblinXNA.Network.IServer.NumConnectedClients">
            <summary>
            Gets the number of connected clients to this server.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IServer.ClientIPAddresses">
            <summary>
            Gets the addresses of connected clients.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.IServer.EnableEncryption">
            <summary>
            Gets or sets whether to enable encryption.
            </summary>
        </member>
        <member name="E:GoblinXNA.Network.IServer.ClientConnected">
            <summary>
            Adds or removes an event handler for client connection event.
            </summary>
        </member>
        <member name="E:GoblinXNA.Network.IServer.ClientDisconnected">
            <summary>
            Adds or removes an event handler for client disconnection event.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.LidgrenServer.#ctor(System.String,System.Int32)">
            <summary>
            Creates a Lidgren network server with an application name and the port number
            to establish the connection.
            </summary>
            <param name="appName">An application name. Can be any names</param>
            <param name="portNumber">The port number to establish the connection</param>
        </member>
        <member name="P:GoblinXNA.Network.LidgrenServer.NetConfig">
            <summary>
            Gets or sets the net configuration for a Lidgren server.
            </summary>
            <remarks>
            For detailed information about each of the properties of NetConfiguration,
            please see the documentation included in the Lidgren's distribution package.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Network.LidgrenServer.SequenceChannel">
            <summary>
            Gets or sets the delivery channel. Default value is 0. Must be between 0 and 63.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.LidgrenServer.UseSequencedInsteadOfOrdered">
            <summary>
            Gets or sets whether to use Sequenced deliver method instead of Ordered.
            (e.g., ReliableOrdered becomes ReliableSequenced when INetworkObject's Ordered
            and Reliable are both set to true)
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.ToggleButton">
            <summary>
            An implementation of a two-state button that can be toggled.
            </summary>
            <remarks>
            Any GoblinXNA 2D GUI button component with toggling should extend this class
            </remarks>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.AbstractButton">
            <summary>
            An abstract class that defines a button. 
            </summary>
            <remarks>
            Any GoblinXNA 2D GUI button components should extend this class.
            </remarks>
        </member>
        <!-- Ungültiger XML-Kommentar wurde für den Member "F:GoblinXNA.UI.UI2D.AbstractButton.highlightColor" ignoriert -->
        <member name="M:GoblinXNA.UI.UI2D.AbstractButton.#ctor(System.String)">
            <summary>
            Creates an abstract button with the specified label.
            </summary>
            <param name="label"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.AbstractButton.#ctor">
            <summary>
            Creates an abstract button with no text.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.AbstractButton.DoClick">
            <summary>
            Programmatically click the button
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.AbstractButton.InvokeActionPerformedEvent(System.Object)">
            <summary>
            Invokes the action performed event.
            </summary>
            <param name="source">The class that invoked this method.</param>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.AbstractButton.ActionPerformedEvent">
            <summary>
            An event triggered whenever the button is activated.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.AbstractButton.HighlightColor">
            <summary>
            Gets or sets the color used for highlighting the inner border when the mouse is over it.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.ToggleButton.selected">
            <summary>
            Indicator of whether this toggle button is selected
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ToggleButton.#ctor(System.String)">
            <summary>
            Creates a two-state button that can be toggled with a specified label.
            </summary>
            <param name="label"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ToggleButton.#ctor">
            <summary>
            Creates a two-state button that can be toggled.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ToggleButton.DoClick">
            <summary>
            Programmatically click the toggle button
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ToggleButton.Selected">
            <summary>
            Gets whether this toggle button is selected. Call the DoClick() method in order to 
            set Selected to true.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.DefaultListSelectionModel">
            <summary>
            A default implementation of ListSelectionModel interface.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.ListSelectionModel">
            <summary>
            An interface that defines the selection model of a list component such as G2DList and G2DComboBox.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListSelectionModel.AddSelectionInterval(System.Int32,System.Int32)">
            <summary>
            Changes the selection to be the set union of the current selection and the indices between
            startIndex and endIndex inclusive.
            </summary>
            <param name="startIndex"></param>
            <param name="endIndex"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListSelectionModel.ClearSelection">
            <summary>
            Changes the selection to the empty set.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListSelectionModel.RemoveSelectionInterval(System.Int32,System.Int32)">
            <summary>
            Changes the selection to be the set difference of the current selection and the indices between 
            startIndex and endIndex inclusive.
            </summary>
            <param name="startIndex"></param>
            <param name="endIndex"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListSelectionModel.SetSelectionInterval(System.Int32,System.Int32)">
            <summary>
            Changes the selection to be between startIndex and endIndex inclusive.
            </summary>
            <param name="startIndex"></param>
            <param name="endIndex"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListSelectionModel.InvokeValueChangedEvent(System.Object,GoblinXNA.UI.SelectionType,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Invokes the value changed event.
            </summary>
            <param name="source">The class that invoked this method.</param>
            <param name="type">The type of selection.</param>
            <param name="index0">The starting index in the list where the selection status changed.</param>
            <param name="index1">The ending index in the list where the selection status changed.</param>
            <param name="isAdjusting">Whether upcoming changes to the value of the model should 
            be considered a single event.</param>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.ListSelectionModel.ValueChangedEvent">
            <summary>
            An event triggered whenever the selection status changes.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListSelectionModel.AnchorSelectionIndex">
            <summary>
            Gets the first index argument from the most recent call to setSelectionInterval(), 
            addSelectionInterval() or removeSelectionInterval().
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListSelectionModel.LeadSelectionIndex">
            <summary>
            Gets the second index argument from the most recent call to setSelectionInterval(), 
            addSelectionInterval() or removeSelectionInterval().
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListSelectionModel.MaxSelectionIndex">
            <summary>
            Gets the last selected index or -1 if the selection is empty.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListSelectionModel.MinSelectionIndex">
            <summary>
            Gets  the first selected index or -1 if the selection is empty.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListSelectionModel.SelectionMode">
            <summary>
            Gets or sets the current selection mode.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListSelectionModel.ValueIsAdjusting">
            <summary>
            Indicates whether the value is undergoing a series of changes.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListSelectionModel.SelectedIndices">
            <summary>
            Gets a list of indecies in the list that are selected.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.DefaultListSelectionModel.#ctor">
            <summary>
            Creates a default implementation of ListSelectionModel interface.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.NormalMapMaterial">
            <summary>
            An extension of the default material for normal map shading.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.Material">
            <summary>
            Material defines the surface properties of the model geometry such as its color, transparency,
            and shininess.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Material.#ctor">
            <summary>
            Creates a default material. See each properties for default values.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.SpecularPower">
            <summary>
            Gets or sets the shininess of this material when highlighted with lights.
            The larger the specular power, the smaller the size of the specular highlight.
            The default value is 10.0f
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.Diffuse">
            <summary>
            Gets or sets the diffuse color of this material.
            The default value is Color.Black
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.Ambient">
            <summary>
            Gets or sets the ambient color of this material.
            The default value is Color.Black
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.Specular">
            <summary>
            Gets or sets the specular color of this material.
            The default value is Color.Black
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.Emissive">
            <summary>
            Gets or sets the color of the light this material emits. 
            The default value is Color.Black
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.HasTexture">
            <summary>
            Gets whether this material contains texture information.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.Texture">
            <summary>
            Gets or sets the texture applied to this material.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.HasChanged">
            <summary>
            Gets or sets whether there is a change in the material setting
            </summary>
            <remarks>
            Do not set this value in your application. It is set by the system.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Graphics.Material.InternalEffect">
            <summary>
            Gets or sets the effect associated with model contents. Some model files include
            their own material information.
            </summary>
            <remarks>
            See XNA's reference manual for the details of an "Effect" class
            </remarks>
        </member>
        <member name="M:GoblinXNA.Graphics.NormalMapMaterial.#ctor">
            <summary>
            Creates a normal map material.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.NormalMapMaterial.NormalMapTexture">
            <summary>
            Gets or sets the texture that contains normal map.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.NormalMapMaterial.FresnelBias">
            <summary>
            Gets or sets fresnel bias for reflection from environment map.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.NormalMapMaterial.FresnelPower">
            <summary>
            Gets or sets the fresnel power for reflection from environment map.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.NormalMapMaterial.ReflectionAmount">
            <summary>
            Gets or sets the reflection amount from the environment map.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.NormalMapMaterial.EnvironmentMapTexture">
            <summary>
            Gets or sets the texture used for environment mapping.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.OpenCVCapture.failureCount">
            <summary>
            Used to count the number of times it failed to capture an image
            If it fails more than certain times, it will assume that the video
            capture device can not be accessed
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.OpenCVCapture.#ctor">
            <summary>
            Creates a video capture using the DirectShow library.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UIRenderer">
            <summary>
            The renderer for all 2D and 3D UI components, including FPS, triangle count, and
            debugging/notification messages.
            
            An UI component needs to be added to this renderer through Scene.UIRender before it
            can be rendered in 3D scene.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UIRenderer.#ctor">
            <summary>
            Creates a renderer class for taking care of the UI rendering.
            </summary>
            <remarks>
            Do not instantiate this class since this class is already instantiated in the 
            GoblinXNA.SceneGraph.Scene class.
            </remarks>
            <param name="game">The main Game class</param>
        </member>
        <member name="M:GoblinXNA.UI.UIRenderer.Add2DComponent(GoblinXNA.UI.UI2D.G2DComponent)">
            <summary>
            Adds a 2D UI component to be rendered on the screen.
            </summary>
            <remarks>You should only add top-level components that do not have a parent component.</remarks>
            <param name="comp2d">A top-level G2DComponent object</param>
        </member>
        <member name="M:GoblinXNA.UI.UIRenderer.Remove2DComponent(GoblinXNA.UI.UI2D.G2DComponent)">
            <summary>
            Removes a 2D UI component from the rendering process.
            </summary>
            <param name="comp2d"></param>
        </member>
        <member name="M:GoblinXNA.UI.UIRenderer.Add3DComponent(GoblinXNA.UI.UI3D.G3DComponent)">
            <summary>
            Adds a 3D UI component to be rendered in the scene.
            </summary>
            <remarks>You should only add top-level components that do not have a parent component.</remarks>
            <param name="comp3d">A top-level G3DComponent object</param>
        </member>
        <member name="M:GoblinXNA.UI.UIRenderer.Remove3DComponent(GoblinXNA.UI.UI3D.G3DComponent)">
            <summary>
            Removes a 3D UI component from the rendering process.
            </summary>
            <param name="comp3d"></param>
        </member>
        <member name="M:GoblinXNA.UI.UIRenderer.Draw(System.Single,System.Boolean,System.Boolean)">
            <summary>
            Draws all of the user interface components.
            </summary>
            <remarks>Do not call this method. This method will be called automatically</remarks>
            <param name="elapsedTime"></param>
            <param name="clear"></param>
            <param name="renderRightEye"></param>
        </member>
        <member name="P:GoblinXNA.UI.UIRenderer.TriangleCount">
            <summary>
            Gets or sets the triangle count of currently drawn polygons.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UIRenderer.FPS">
            <summary>
            Gets the frames per second count.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UIRenderer.GlobalUIShift">
            <summary>
            Gets or sets the X shift amount applied to all 2D HUD drawings including the text. 
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.HandleClientConnection">
            <summary>
            A callback/delegate function for client connection event
            </summary>
            <param name="clientIP">The IP address of the client that got connected</param>
        </member>
        <member name="T:GoblinXNA.Network.HandleClientDisconnection">
            <summary>
            A callback/delegate function for client disconnection event
            </summary>
            <param name="clientIP">The IP address of the client that got disconnected</param>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.SelectionMode">
            <summary>
            An enum that specifies the selection mode of the items in a list.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.SelectionMode.MultipleInterval">
            <summary>
            A mode of being able to select one or more contiguous ranges of indices at a time.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.SelectionMode.SingleInterval">
            <summary>
            A mode of being able to select one contiguous range of indices at a time.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.SelectionMode.Single">
            <summary>
            A mode of being able to select one list index at a time.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.SmokePlumeParticleEffect">
            <summary>
            A particle system that simulates a smoke effect.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.ParticleEffect">
            <summary>
            Particle effects are custom vertex-based effects like exhaust steams, fire and smoke. 
            The implementation is based on the Particle 3D tutorial from the XNA Creators Club 
            website (http://creators.xna.com).
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.particles">
            <summary>
            An array of particles, treated as a circular queue.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.vertexBuffer">
            <summary>
            A vertex buffer holding our particles. This contains the same data as
            the particles array, but copied across to where the GPU can access it.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.indexBuffer">
            <summary>
            Index buffer turns sets of four vertices into particle quads (pairs of triangles).
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.currentTime">
            <summary>
            Store the current time, in seconds.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.drawCounter">
            <summary>
            Count how many times Draw has been called. This is used to know
            when it is safe to retire old particles back into the free list.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.random">
            <summary>
            Shared random number generator.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.#ctor">
             <summary>
            Creates a default particle effect with 100 maximum particles.
             </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.#ctor(System.Int32)">
             <summary>
            Creates a default particle effect.
             </summary>
             <param name="maxParticles">
             Maximum number of particles that can be displayed at one time.
             </param>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.LoadContent">
            <summary>
            Loads graphics for the particle system.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Update(Microsoft.Xna.Framework.GameTime)">
            <summary>
            Updates the particle system.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.RetireActiveParticles">
            <summary>
            Helper for checking when active particles have reached the end of
            their life. It moves old particles from the active area of the queue
            to the retired section.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.FreeRetiredParticles">
            <summary>
            Helper for checking when retired particles have been kept around long
            enough that we can be sure the GPU is no longer using them. It moves
            old particles from the retired area of the queue to the free section.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Render(Microsoft.Xna.Framework.Matrix)">
            <summary>
            Renders this particle effect using the given shader.
            </summary>
            <param name="renderMatrix">The transformation to apply to this particle system</param>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.AddNewParticlesToVertexBuffer">
            <summary>
            Helper for uploading new particles from our managed
            array to the GPU vertex buffer.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.AddParticle(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Adds a new particle to the system.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Reset">
            <summary>
            Resets the particle effect if it supports reset.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Shader">
            <summary>
            Gets or sets a shader to render this particle effect
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.ShaderTechnique">
            <summary>
            Gets or sets the shader technique to use .
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Enabled">
            <summary>
            Gets or sets whether this particle effect should be rendered. The default is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.TextureName">
            <summary>
            Gets or sets the name of the texture used by this particle system.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxParticles">
            <summary>
            Gets the maximum number of particles that can be displayed at one time.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Duration">
            <summary>
            Gets or sets how long these particles will last. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.DurationRandomness">
            <summary>
            Gets or sets the plus/minus value randomly added to Duration.
            
            If greater than zero, some particles will last a shorter time than others.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.EmitterVelocitySensitivity">
            <summary>
            Controls how much particles are influenced by the velocity of the object
            that created them. You can see this in action with the explosion effect,
            where the flames continue to move in the same direction as the source
            projectile. The projectile trail particles, on the other hand, set this
            value very low so they are less affected by the velocity of the projectile.
            </summary>
            <see cref="T:GoblinXNA.Graphics.ParticleEffects.ExplosionParticleEffect"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinHorizontalVelocity">
            <summary>
            Mininum of the range of values controlling how much X and Z axis velocity to give 
            each particle. Values for individual particles are randomly chosen from somewhere 
            between this value and MaxHorizontalVelocity.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxHorizontalVelocity"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxHorizontalVelocity">
            <summary>
            Maximum of the range of values controlling how much X and Z axis velocity to give 
            each particle. Values for individual particles are randomly chosen from somewhere 
            between MinHorizontalVelocity and this value.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinHorizontalVelocity"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinVerticalVelocity">
            <summary>
            Minimum of the range of values controlling how much Y axis velocity to give each 
            particle. Values for individual particles are randomly chosen from somewhere 
            between this value and MaxVerticalVelocity.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinVerticalVelocity"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxVerticalVelocity">
            <summary>
            Maximum of the range of values controlling how much Y axis velocity to give each 
            particle. Values for individual particles are randomly chosen from somewhere 
            between MinVerticalVelocity and this value.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxVerticalVelocity"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Gravity">
            <summary>
            Direction and strength of the gravity effect. Note that this can point in any
            direction, not just down! The fire effect points it upward to make the flames
            rise, and the smoke plume points it sideways to simulate wind.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.EndVelocity">
            <summary>
            Controls how the particle velocity will change over their lifetime. If set
            to 1, particles will keep going at the same speed as when they were created.
            If set to 0, particles will come to a complete stop right before they die.
            Values greater than 1 make the particles speed up over time.
            The default value is 1.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinColor">
            <summary>
            Minimum of range of values controlling the particle color and alpha. Values for
            individual particles are randomly chosen from somewhere between this color
            and MaxColor. The default value is Color.Black.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxColor"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxColor">
            <summary>
            Maximum of range of values controlling the particle color and alpha. Values for
            individual particles are randomly chosen from somewhere between MinColor
            and this value.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinColor"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinRotateSpeed">
            <summary>
            Minimum of range of values controlling how fast the particles rotate. Values for
            individual particles are randomly chosen from somewhere between these
            limits. If both these values are set to 0, the particle system will
            automatically switch to an alternative shader technique that does not
            support rotation, and thus requires significantly less GPU power. This
            means if you don't need the rotation effect, you may get a performance
            boost from leaving these values at 0.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxRotateSpeed"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxRotateSpeed">
            <summary>
            Maximum of range of values controlling how fast the particles rotate. Values for
            individual particles are randomly chosen from somewhere between these
            limits. If both these values are set to 0, the particle system will
            automatically switch to an alternative shader technique that does not
            support rotation, and thus requires significantly less GPU power. This
            means if you don't need the rotation effect, you may get a performance
            boost from leaving these values at 0. 
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinRotateSpeed"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinStartSize">
            <summary>
            Minimum of range of values controlling how big the particles are when first created.
            Values for individual particles are randomly chosen from somewhere between
            MinStartSize and MaxStartSize. 
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinStartSize"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxStartSize">
            <summary>
            Maximum of range of values controlling how big the particles are when first created.
            Values for individual particles are randomly chosen from somewhere between
            MinStartSize and MaxStartSize. 
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxStartSize"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MinEndSize">
            <summary>
            Minimum of range of values controlling how big particles become at the end of their
            life. Values for individual particles are randomly chosen from somewhere
            between MinEndSize and MaxEndSize. 
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxEndSize"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxEndSize">
            <summary>
            Maximum of range of values controlling how big particles become at the end of their
            life. Values for individual particles are randomly chosen from somewhere
            between MinEndSize and MaxEndSize.
            </summary>
            <see cref="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.MaxEndSize"/>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.BlendState">
            <summary>
            Alpha blending settings. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Up">
            <summary>
            A direction in which vertical velocity is applied. Default is Vector3.UnitY.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Right">
            <summary>
            A direction in which horizontal velocity is applied. Default is Vector3.UnitX.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.Forward">
            <summary>
            A direction in which horizontal velocity is applied. Default is Vector3.UnitZ.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.CurrentTime">
            <summary>
            Gets the time elapsed since the particle simulation started. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.ParticleEffects.ParticleEffect.DrawOrder">
            <summary>
            Gets or sets the order of drawing each particle effect. Smaller value is drawn earlier. 
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.SmokePlumeParticleEffect.#ctor">
            <summary>
            Creates a smoke particle system with 600 maximum particles.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.SmokePlumeParticleEffect.#ctor(System.Int32)">
            <summary>
            Creates a smoke particle system.
            </summary>
            <param name="maxParticles">
            Maximum number of particles that can be displayed at one time.
            </param>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.ProjectileTrailParticleEffect">
            <summary>
            A particle system that simulates a projectile trail effect.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ProjectileTrailParticleEffect.#ctor">
            <summary>
            Creates a particle system that simulates projectile trail effect.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ProjectileTrailParticleEffect.#ctor(System.Int32)">
            <summary>
            Creates a particle system that simulates projectile trail effect.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.ExplosionSmokeParticleEffect">
            <summary>
            A particle system that simulates an explosion effect with smoke.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ExplosionSmokeParticleEffect.#ctor">
            <summary>
            Creates a particle system that simulates an explosion effect with smoke with 200 maximum particles.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ExplosionSmokeParticleEffect.#ctor(System.Int32)">
            <summary>
            Creates a particle system that simulates an explosion effect with smoke.
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.NetworkHandler">
            <summary>
            An implementation of the INetworkHandler interface.
            </summary>
        </member>
        <member name="T:GoblinXNA.Network.INetworkHandler">
            <summary>
            An interface that defines how messages will be transferred over the network.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.INetworkHandler.AddNetworkObject(GoblinXNA.Network.INetworkObject)">
            <summary>
            Adds a network object to send or receive messages associated with the
            object over the network.
            </summary>
            <param name="networkObj">A network object to be transfered over the network</param>
        </member>
        <member name="M:GoblinXNA.Network.INetworkHandler.RemoveNetworkObject(GoblinXNA.Network.INetworkObject)">
            <summary>
            Removes a network object.
            </summary>
            <param name="networkObj">A network object to be transfered over the network</param>
        </member>
        <member name="M:GoblinXNA.Network.INetworkHandler.Dispose">
            <summary>
            Disposes the network objects.
            </summary>
        </member>
        <member name="M:GoblinXNA.Network.INetworkHandler.Update(System.Single)">
            <summary>
            Retrieves and broadcasts messages over the network.
            </summary>
            <param name="elapsedMsecs"></param>
        </member>
        <member name="P:GoblinXNA.Network.INetworkHandler.NetworkClient">
            <summary>
            Gets or sets the specific network client implementation.
            </summary>
        </member>
        <member name="P:GoblinXNA.Network.INetworkHandler.NetworkServer">
            <summary>
            Gets or sets the specific network server implementation.
            </summary>
        </member>
        <member name="F:GoblinXNA.Network.NetworkHandler.networkObjects">
            <summary>
            A list of network objects that can be transferred over the network
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.Cylinder">
            <summary>
            A cylinder geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Cylinder.#ctor(System.Single,System.Single,System.Single,System.Int32)">
            <summary>
            Creates a cylinder (actually a truncated cone) oriented along the Y axis. The base of the cylinder 
            is placed at Y = -height/2, and the top at height/2 = height. A cylinder is subdivided around 
            the Y axis into slices.
            </summary>
            <param name="bottom">Specifies the radius of the cylinder at y = -height/2.</param>
            <param name="top">Specifies the radius of the cylinder at y = height/2.</param>
            <param name="height">Specifies the height of the cylinder.</param>
            <param name="slices">
            Specifies the number of subdivisions around the Y axis. Should be greater than or equal to 3.
            </param>
        </member>
        <member name="T:GoblinXNA.Graphics.Environment">
            <summary>
            Defines the properties of environmental effects such as fog. This class can be passed to 
            IShader.SetParameters(IEnvironment) for rendering environmental effects.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Environment.#ctor">
            <summary>
            Creates an environment object.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Environment.Render">
            <summary>
            Renders this environment
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Environment.FogStartDistance">
            <summary>
            Gets or sets the start distance of fog. The default value is -1.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Environment.FogEndDistance">
            <summary>
            Gets or sets the ending distance of fog. The default value is -1.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Environment.FogEnabled">
            <summary>
            Gets or sets whether the fog is enabled
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Environment.FogColor">
            <summary>
            Gets or sets the fog color in this environment. The default is (1, 1, 1, 1) which is opaque white.
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.Environment.Shader">
            <summary>
            Gets or sets the shader to use for rendering this environment
            </summary>
        </member>
        <member name="T:GoblinXNA.GoblinEnums">
            <summary>
            A collection of enums used in the GoblinXNA framework
            </summary>
        </member>
        <member name="T:GoblinXNA.GoblinEnums.Orientation">
            <summary>
            An enum that describes the orientation of a component.
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.Orientation.Horizontal">
            <summary>
            Horizontal orientation
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.Orientation.Vertical">
            <summary>
            Vertical orientation
            </summary>
        </member>
        <member name="T:GoblinXNA.GoblinEnums.HorizontalAlignment">
            <summary>
            An enum that describes the horizontal alignment of, usually, a textual display.
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.HorizontalAlignment.Left">
            <summary>
            Aligned on the left edge of a certain bound
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.HorizontalAlignment.Center">
            <summary>
            Aligned on the center of a certain bound
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.HorizontalAlignment.Right">
            <summary>
            Aligned on the right edge of a certain bound
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.HorizontalAlignment.None">
            <summary>
            No alignment
            </summary>
        </member>
        <member name="T:GoblinXNA.GoblinEnums.VerticalAlignment">
            <summary>
            An enum that describes the vertical alignment of, usually, a textual display.
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.VerticalAlignment.Top">
            <summary>
            Aligned on the top edge of a certain bound
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.VerticalAlignment.Center">
            <summary>
            Aligned on the center of a certain bound
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.VerticalAlignment.Bottom">
            <summary>
            Aligned on the bottom edge of a certain bound
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.VerticalAlignment.None">
            <summary>
            No alignnment
            </summary>
        </member>
        <member name="T:GoblinXNA.GoblinEnums.BorderFactory">
            <summary>
            An enum that describes the border type.
            </summary>
            <remarks>
            This enum is only used for G2DPanel class
            </remarks>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.BorderFactory.EmptyBorder">
            <summary>
            An empty boarder
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.BorderFactory.EtchedBorder">
            <summary>
            A border with etched line decoration
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.BorderFactory.LineBorder">
            <summary>
            A border with normal line decoration
            </summary>
        </member>
        <member name="T:GoblinXNA.GoblinEnums.DisplayConfig">
            <summary>
            Defines how 3D User Interface objects are placed in the world.
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.DisplayConfig.DisplayFixed">
            <summary>
            Fixed to the display
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.DisplayConfig.ObjectFixed">
            <summary>
            Fixed to an object
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.DisplayConfig.SurroundFixed">
            <summary>
            Fixed to the viewer's surrounding
            </summary>
        </member>
        <member name="F:GoblinXNA.GoblinEnums.DisplayConfig.WorldFixed">
            <summary>
            Fixed to the world
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CV_DXT_INV_SCALE">
            <summary>
            divide result by size of array
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CV_DXT_ROWS">
            <summary>
            transform each row individually
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CV_DXT_MUL_CONJ">
            <summary>
            conjugate the second argument of cvMulSpectrums
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvDFT(System.IntPtr,System.IntPtr,System.Int32,System.Int32)">
            <summary>
            
            </summary>
            <param name="arr"></param>
            <param name="dst"></param>
            <param name="flags"></param>
            <param name="nonzeroRows">Default is 0</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvConvertScale(System.IntPtr,System.IntPtr,System.Double,System.Double)">
            <summary>
            Performs linear transformation on every source array element:
            dst(x,y,c) = scale*src(x,y,c)+shift.
            Arbitrary combination of input and output array depths are allowed
            (number of channels must be the same), thus the function can be used
            for type conversion
            </summary>
            <param name="arr"></param>
            <param name="dst"></param>
            <param name="scale">Default is 1</param>
            <param name="shift">Default is 0</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvCopy(System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            Copies source array to destination array
            </summary>
            <param name="src"></param>
            <param name="dst"></param>
            <param name="mask">Default is IntPtr.Zero</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvSetZero(System.IntPtr)">
            <summary>
            Clears all the array elements (sets them to 0)
            </summary>
            <param name="arr"></param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvSplit(System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            Splits a multi-channel array into the set of single-channel arrays or
            extracts particular [color] plane
            </summary>
            <param name="src"></param>
            <param name="dst0"></param>
            <param name="dst1"></param>
            <param name="dst2"></param>
            <param name="dst3"></param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvMerge(System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            Merges a set of single-channel arrays into the single multi-channel array
            or inserts one particular [color] plane to the array
            </summary>
            <param name="src0"></param>
            <param name="src1"></param>
            <param name="src2"></param>
            <param name="src3"></param>
            <param name="dst"></param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvGetOptimalDFTSize(System.Int32)">
            <summary>
            Finds optimal DFT vector size >= size0
            </summary>
            <param name="size"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvGetSubRect(System.IntPtr,System.IntPtr,GoblinXNA.Device.Vision.OpenCVWrapper.CvRect)">
            <summary>
            
            </summary>
            <param name="arr"></param>
            <param name="submat">CvMat*</param>
            <param name="rect"></param>
            <returns>CvMat*</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvAdd(System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            dst(mask) = src1(mask) + src2(mask)
            </summary>
            <param name="src1"></param>
            <param name="src2"></param>
            <param name="dst"></param>
            <param name="mask">Default is IntPtr.Zero</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvAddS(System.IntPtr,GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar,System.IntPtr,System.IntPtr)">
            <summary>
            dst(mask) = src(mask) + value
            </summary>
            <param name="src"></param>
            <param name="value"></param>
            <param name="dst"></param>
            <param name="mask">Default is IntPtr.Zero</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvSub(System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            dst(mask) = src1(mask) - src2(mask)
            </summary>
            <param name="src1"></param>
            <param name="src2"></param>
            <param name="dst"></param>
            <param name="mask">Default is IntPtr.Zero</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvSubS(System.IntPtr,GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar,System.IntPtr,System.IntPtr)">
            <summary>
            dst(mask) = src(mask) - value = src(mask) + (-value)
            </summary>
            <param name="src"></param>
            <param name="value"></param>
            <param name="dst"></param>
            <param name="mask">Default is IntPtr.Zero</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvPow(System.IntPtr,System.IntPtr,System.Double)">
            <summary>
            Does powering: dst(idx) = src(idx)^power
            </summary>
            <param name="src"></param>
            <param name="dst"></param>
            <param name="power"></param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvMinMaxLoc(System.IntPtr,System.Double@,System.Double@,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            Finds global minimum, maximum and their positions
            </summary>
            <param name="arr"></param>
            <param name="minVal"></param>
            <param name="maxVal"></param>
            <param name="minLoc">CvPoint*</param>
            <param name="maxLoc">CvPoint*</param>
            <param name="mask"></param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvCaptureFromCAM(System.Int32)">
            <summary>
            Captures an image from a video device.
            </summary>
            <param name="index">Index of the camera to be used.</param>
            <returns>This pointer corresponds to the CvCatpure pointer used throughout OpenCV</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvQueryFrame(System.IntPtr)">
            <summary>
            
            </summary>
            <param name="capture"></param>
            <returns>IplImage</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvRetrieveFrame(System.IntPtr)">
            <summary>
            
            </summary>
            <param name="capture"></param>
            <returns>IplImage</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvCanny(System.IntPtr,System.IntPtr,System.Double,System.Double,System.Int32)">
            <summary>
            Implements the Canny algorithm for edge detection.
            </summary>
            <remarks>
            The function finds the edges on the input image image and marks them in the output image edges 
            using the Canny algorithm. The smallest value between threshold1 and threshold2 is used for edge 
            linking, the largest value is used to find the initial segments of strong edges.
            </remarks>
            <param name="image">Single-channel input image</param>
            <param name="edges">Single-channel image to store the edges found by the function</param>
            <param name="threshold1"></param>
            <param name="threshold2"></param>
            <param name="apetureSize">Aperture parameter for the Sobel operator</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.cvGoodFeaturesToTrack(System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.Int32@,System.Double,System.Double,System.IntPtr,System.Int32,System.Int32,System.Double)">
            <summary>
            Finds a sparse set of points within the selected region that seem to be easy to track
            </summary>
            <param name="image"></param>
            <param name="eigImage"></param>
            <param name="tempImage"></param>
            <param name="corners"></param>
            <param name="cornerCount"></param>
            <param name="qualityLevel"></param>
            <param name="minDistance"></param>
            <param name="mask">Default is NULL</param>
            <param name="blockSize">Default is 3</param>
            <param name="useHarris">Default is 0</param>
            <param name="k">Default is 0.04</param>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.nSize">
            <summary>
            sizeof(IplImage)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.ID">
            <summary>
            Version, always equals 0
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.nChannels">
            <summary>
            Number of color channels (1, 2, 3, 4)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.alphaChannel">
            <summary>
            Ignored by OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.depth">
            <summary>
            Pixel depth in bits:
            IPL_DEPTH_8U, IPL_DEPTH_8S, 
            IPL_DEPTH_16U,IPL_DEPTH_16S, 
            IPL_DEPTH_32S,IPL_DEPTH_32F, 
            IPL_DEPTH_64F
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.colorModel">
            <summary>
            Color model - ignored by OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.channelSeq">
            <summary>
            Ignored by OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.dataOrder">
            <summary>
            0 - interleaved color channels,
            1 - separate color channels
            cvCreateImage can only create interleaved images
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.origin">
            <summary>
            0 - top-left origin,
            1 - bottom-left origin (Windows bitmaps style)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.align">
            <summary>
            Alignment of image rows: 4 or 8 byte alignment
            OpenCV ignores this and uses widthStep instead
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.width">
            <summary>
            Image width in pixels
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.height">
            <summary>
            Image height in pixels
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.roi">
            <summary>
            Image Region of Interest. When not IntPtr.Zero specifies image region to be processed
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.maskROI">
            <summary>
            Must be NULL in OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.imageId">
            <summary>
            Must be NULL in OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.titleInfo">
            <summary>
            Must be NULL in OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.imageSize">
            <summary>
            Image data size in bytes = height * widthStep
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.imageData">
            <summary>
            Pointer to aligned image data. Note that color images are stored in RGB order
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.widthStep">
            <summary>
            Size of aligned image row in bytes
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.BorderMode">
            <summary>
            Border completion mode, ignored by OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.BorderConst">
            <summary>
            Border completion mode, ignored by OpenCV
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.IplImage.imageDataOrigin">
            <summary>
            A pointer to the origin of the image data (not necessarily aligned). 
            This is used for image deallocation.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.type">
            <summary>
            CvMat signature (CV_MAT_MAGIC_VAL), element type and flags
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.step">
            <summary>
            full row length in bytes
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.refcount">
            <summary>
            underlying data reference counter
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.hdr_refcount">
            <summary>
            Header reference count
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.data">
            <summary>
            data pointers
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.rows">
            <summary>
            number of rows
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.cols">
            <summary>
            number of columns
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.width">
            <summary>
            Width
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.OpenCVWrapper.CvMat.height">
            <summary>
            Height
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.v0">
            <summary>
            The scalar value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.v1">
            <summary>
            The scalar value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.v2">
            <summary>
            The scalar value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.v3">
            <summary>
            The scalar value
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.ToArray">
            <summary>
            The scalar values as a vector (of size 4)
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.#ctor(System.Double)">
            <summary>
            Create a new MCvScalar structure using the specific values
            </summary>
            <param name="v0">v0</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.#ctor(System.Double,System.Double)">
            <summary>
            Create a new MCvScalar structure using the specific values
            </summary>
            <param name="v0">v0</param>
            <param name="v1">v1</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.#ctor(System.Double,System.Double,System.Double)">
            <summary>
            Create a new MCvScalar structure using the specific values
            </summary>
            <param name="v0">v0</param>
            <param name="v1">v1</param>
            <param name="v2">v2</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.OpenCVWrapper.CvScalar.#ctor(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Create a new MCvScalar structure using the specific values
            </summary>
            <param name="v0">v0</param>
            <param name="v1">v1</param>
            <param name="v2">v2</param>
            <param name="v3">v3</param>
        </member>
        <member name="T:GoblinXNA.Device.IReconfigurable">
            <summary>
            NOT IMPLEMENTED YET.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InterSense2.InterSense.Instance">
            <summary>
            Gets the instance of InterSense tracker.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI3D.UI3DHelper">
            <summary>
            NOT FINISHED YET.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.LightNode">
            <summary>
            A scene graph node that holds a light source.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.LightNode.#ctor(System.String)">
            <summary>
            Creates a node that can hold a light source.
            </summary>
            <param name="name">The name of this light node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.LightNode.#ctor">
            <summary>
            Creates a light node with an empty name
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.LightNode.CloneNode">
            <summary>
            Clones this light node.
            </summary>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LightNode.LightSource">
            <summary>
            Gets or sets a light source associated with this node
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LightNode.Global">
            <summary>
            Gets or sets whether this light is a global light source. If set to true, then no 
            matter where in the scene graph this light node exists, the light source associated
            with this node will affect all objects in the scene graph. If set to false, then this node's
            light source will affect only this node's siblings and siblings children. The default 
            value is true.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LightNode.AmbientLightColor">
            <summary>
            Gets or sets the ambient light color. The default value is (0.0f, 0.0f, 0.0f, 1.0f).
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LightNode.WorldTransformation">
            <summary>
            Gets the world transformation of this light node.
            </summary>
        </member>
        <member name="P:GoblinXNA.SceneGraph.LightNode.HasChanged">
            <summary>
            Indicates whether the light source or light node itself has changes to be reflected.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.XToRes(System.Int32)">
            <summary>
            XToRes helper method to convert 1024x640 to the current
            screen resolution. Used to position UI elements.
            </summary>
            <param name="xIn1024px">X in 1024px width resolution</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.YToRes(System.Int32)">
            <summary>
            YToRes helper method to convert 1024x640 to the current
            screen resolution. Used to position UI elements.
            </summary>
            <param name="yIn640px">Y in 640px height</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.YToRes768(System.Int32)">
            <summary>
            YTo res 768
            </summary>
            <param name="yIn768px">Y in 768px</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.XToRes1600(System.Int32)">
            <summary>
            XTo res 1600
            </summary>
            <param name="xIn1600px">X in 1600px</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.YToRes1200(System.Int32)">
            <summary>
            YTo res 1200
            </summary>
            <param name="yIn1200px">Y in 1200px</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.XToRes1400(System.Int32)">
            <summary>
            XTo res 1400
            </summary>
            <param name="xIn1400px">X in 1400px</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.YToRes1050(System.Int32)">
            <summary>
            YTo res 1200
            </summary>
            <param name="yIn1050px">Y in 1050px</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangle(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Calc rectangle, helper method to convert from our images (1024)
            to the current resolution. Everything will stay in the 16/9
            format of the textures.
            </summary>
            <param name="relX">X</param>
            <param name="relY">Y</param>
            <param name="relWidth">Width</param>
            <param name="relHeight">Height</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangleWithBounce(System.Int32,System.Int32,System.Int32,System.Int32,System.Single)">
            <summary>
            Calc rectangle with bounce effect, same as CalcRectangle, but sizes
            the resulting rect up and down depending on the bounceEffect value.
            </summary>
            <param name="relX">Rel x</param>
            <param name="relY">Rel y</param>
            <param name="relWidth">Rel width</param>
            <param name="relHeight">Rel height</param>
            <param name="bounceEffect">Bounce effect</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangleKeep4To3(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Calc rectangle, same method as CalcRectangle, but keep the 4 to 3
            ratio for the image. The Rect will take same screen space in
            16:9 and 4:3 modes. e.g., Buttons should be displayed this way.
            Should be used for 1024px width graphics.
            </summary>
            <param name="relX">Rel x</param>
            <param name="relY">Rel y</param>
            <param name="relWidth">Rel width</param>
            <param name="relHeight">Rel height</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangleKeep4To3(Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Calc rectangle, same method as CalcRectangle, but keep the 4 to 3
            ratio for the image. The Rect will take same screen space in
            16:9 and 4:3 modes. e.g., Buttons should be displayed this way.
            Should be used for 1024px width graphics.
            </summary>
            <param name="gfxRect">Gfx rectangle</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangle1600(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Calc rectangle for 1600px width graphics.
            </summary>
            <param name="relX">Rel x</param>
            <param name="relY">Rel y</param>
            <param name="relWidth">Rel width</param>
            <param name="relHeight">Rel height</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangle2000(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Calc rectangle 2000px, just a helper to scale stuff down
            </summary>
            <param name="relX">Rel x</param>
            <param name="relY">Rel y</param>
            <param name="relWidth">Rel width</param>
            <param name="relHeight">Rel height</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangleKeep4To3AlignBottom(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Calc rectangle keep 4 to 3 align bottom
            </summary>
            <param name="relX">Rel x</param>
            <param name="relY">Rel y</param>
            <param name="relWidth">Rel width</param>
            <param name="relHeight">Rel height</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangleKeep4To3AlignBottomRight(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Calc rectangle keep 4 to 3 align bottom right
            </summary>
            <param name="relX">Rel x</param>
            <param name="relY">Rel y</param>
            <param name="relWidth">Rel width</param>
            <param name="relHeight">Rel height</param>
            <returns>Rectangle</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RectangleHelper.CalcRectangleCenteredWithGivenHeight(System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Calc rectangle centered with given height.
            This one uses relX and relY points as the center for our rect.
            The relHeight is then calculated and we align everything
            with help of gfxRect (determinating the width).
            Very useful for buttons, logos and other centered UI textures.
            </summary>
            <param name="relX">Rel x</param>
            <param name="relY">Rel y</param>
            <param name="relHeight">Rel height</param>
            <param name="gfxRect">Gfx rectangle</param>
            <returns>Rectangle</returns>
        </member>
        <member name="T:GoblinXNA.Helpers.RandomHelper">
            <summary>
            A helper class that implements various functions for generating random numbers.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.RandomHelper.globalRandomGenerator">
            <summary>
            Global random generator
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.RandomHelper.GenerateNewRandomGenerator">
            <summary>
            Generate a new random generator with help of WindowsHelper.GetPerformanceCounter.
            Also used for all GetRandom methods here.
            </summary>
            <returns>Random</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RandomHelper.GetRandomInt(System.Int32,System.Int32)">
            <summary>
            Get random int
            </summary>
            <param name="max">Maximum</param>
            <returns>Int</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RandomHelper.GetRandomFloat(System.Single,System.Single)">
            <summary>
            Get random float between min and max
            </summary>
            <param name="min">Min</param>
            <param name="max">Max</param>
            <returns>Float</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RandomHelper.GetRandomByte(System.Byte,System.Byte)">
            <summary>
            Get random byte between min and max
            </summary>
            <param name="min">Min</param>
            <param name="max">Max</param>
            <returns>Byte</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RandomHelper.GetRandomVector2(System.Single,System.Single)">
            <summary>
            Get random Vector2
            </summary>
            <param name="min">Minimum for each component</param>
            <param name="max">Maximum for each component</param>
            <returns>Vector2</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.RandomHelper.GetRandomVector3(System.Single,System.Single)">
            <summary>
            Get random Vector3
            </summary>
            <param name="min">Minimum for each component</param>
            <param name="max">Maximum for each component</param>
            <returns>Vector3</returns>
        </member>
        <member name="P:GoblinXNA.Helpers.RandomHelper.RandomColor">
            <summary>
            Get random color
            </summary>
            <returns>Color</returns>
        </member>
        <member name="P:GoblinXNA.Helpers.RandomHelper.RandomNormalVector3">
            <summary>
            Get random normal Vector3
            </summary>
            <returns>Vector3</returns>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DSpinner">
            <summary>
            A single line input field that lets the user select a number or an object from an ordered sequence. It provides
            a pair of tiny arrow buttons for stepping through the elements of the sequence. The keyboard up/down arrow keys
            also cycle through the elements. The value in the spinner is not directly editable.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DSpinner.initialPressInterval">
            <summary>
            When the mouse is held down on either the up or down arrow, it should increment or
            decrement the value. But before taking the action, wait for some press intervals
            for avoiding unintended multiple increments or decrements
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSpinner.#ctor">
            <summary>
            Creates a spinner with a SpinnerIntegerModel with initial value of 0 and no minimum or maximum limits.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSpinner.#ctor(GoblinXNA.UI.UI2D.SpinnerModel)">
            <summary>
            Creates a custom spinner with a given SpinnerModel.
            </summary>
            <param name="model"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSpinner.DoNextClick">
            <summary>
            Programmatically perform 'up arrow' click.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DSpinner.DoPreviousClick">
            <summary>
            Programmatically perform 'down arrow' click.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSpinner.Model">
            <summary>
            Gets or sets the SpinnerModel for this spinner.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSpinner.ButtonColor">
            <summary>
            Gets or sets the color of the buttons that hold up and down arrows.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DSpinner.ArrowColor">
            <summary>
            Gets or sets the color of the up and down arrows.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Fancy.G2DKeyboard">
            <summary>
            NOT FINISHED YET
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.DefaultTransparencyComparer">
            <summary>
            A default comparer for sorting the drawing order of transparent geometries.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.Sphere">
            <summary>
            A sphere geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.Sphere.#ctor(System.Single,System.Int32,System.Int32)">
            <summary>
            Creates a sphere of the given radius centered around the origin. The sphere 
            is subdivided around the Y axis into slices and along the Y axis into stacks 
            (similar to lines of longitude and latitude). 
            </summary>
            <param name="radius">Specifies the radius of the sphere.</param>
            <param name="slices">Specifies the number of subdivisions around the Y axis 
            (similar to lines of longitude). This has to be greater than 4 and less than 101.</param>
            <param name="stacks">Specifies the number of subdivisions along the Y axis 
            (similar to lines of latitude). This has to be greater than 4 and less than 101.</param>
        </member>
        <member name="T:GoblinXNA.Device.Util.DESSmoother">
            <summary>
            A helper class for smoothing out the incoming matrix values based on double 
            exponential smoothing (DES) algorithm (The equations can be found at
            http://www.itl.nist.gov/div898/handbook/pmc/section4/pmc433.htm). We use
            'b1 = y2 - y1' equation to set the initial value of b1.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Util.ISmoother">
            <summary>
            An interface for matrix smoothing/filtering classes.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Util.ISmoother.FilterMatrix(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Matrix@)">
            <summary>
            Gets a filtered matrix based on the given position and orientation.
            </summary>
            <param name="p">The original position</param>
            <param name="q">The original rotation</param>
            <param name="result">A smoothed/filterd matrix</param>
        </member>
        <member name="M:GoblinXNA.Device.Util.ISmoother.ResetHistory">
            <summary>
            Resets the smoothing history.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Util.ISmoother.Save(System.Xml.XmlDocument)">
            <summary>
            Saves the information of this smoother to an XML element.
            </summary>
            <param name="xmlDoc">The XML document to be saved.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Util.ISmoother.Load(System.Xml.XmlElement)">
            <summary>
            Loads the information of this smoother from an XML element.
            </summary>
            <param name="xmlNode"></param>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESSmoother.#ctor(System.Single,System.Single)">
            <summary>
            Creates a DES smoother with alpha and gamma values ([0.0f - 1.0f] excluding 0) 
            without translation or rotational threhold. Both translation and rotation alpha 
            and gamma values will be set to 'alpha' and 'gamma' respectively.
            </summary>
            <param name="alpha">The alpha value used in the first equation (see the website
            mentioned in the summary of this class). The larger the alpha value, the heavier 
            the weight of the incoming matrix. If alpha is 0.3f, then the smoothed matrix will 
            be roughly incoming * 0.3f + previous * 0.7f.</param>
            <param name="gamma">The gamma value used in the second equation.</param>
            <exception cref="T:System.ArgumentException">If alpha or gamma values are outside of the range</exception>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESSmoother.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Creates a DES smoother with alpha and gamma values ([0.0f - 1.0f] excluding 0)  
            separately for translational and rotational smoothing without translation or rotational 
            threhold.
            </summary>
            <param name="transAlpha">An alpha value for translational smoothing</param>
            <param name="transGamma">A gamma value for translational smoothing</param>
            <param name="rotAlpha">An alpha value for rotational smoothing</param>
            <param name="rotGamma">A gamma value for rotational smoothing</param>
            <exception cref="T:System.ArgumentException">If alpha or gamma values are outside of the range</exception>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESSmoother.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Creates a smoother with alpha and gamma values ([0.0f - 1.0f] excluding 0) separately for 
            translational and rotational smoothing with translation or rotational threhold.
            </summary>
            <param name="transAlpha">An alpha value for translational smoothing</param>
            <param name="transGamma">A gamma value for translational smoothing</param>
            <param name="rotAlpha">An alpha value for rotational smoothing</param>
            <param name="rotGamma">A gamma value for rotational smoothing</param>
            <param name="transThreshold">A translational threshold. If set to larger than 0, then
            if the distance between the previous transformation and the current transformation is larger
            than this threshold, then the current transformation will be dropped from the smoothing
            calculation.</param>
            <param name="rotThreshold">A rotational threshold. If set to largen than 0, then
            if the angle (in radians) between the previous transformation and the current transformation
            is larger than this threshold, then the current transformation will be dropped from the
            smoothing calculation.</param>
            <exception cref="T:System.ArgumentException">If alpha or gamma values are outside of the range</exception>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESSmoother.FilterMatrix(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Matrix@)">
            <summary>
            Gets a filtered matrix using double exponential smoothing algorithm.
            </summary>
            <param name="p">The original position</param>
            <param name="q">The original rotation</param>
            <param name="result">A smoothed matrix</param>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESSmoother.ComputeDESMatrix(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Matrix@)">
            <summary>
            Performs the DES algorithm.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker">
            <summary>
            A marker tracker implementation using the ALVAR (http://virtual.vtt.fi/virtual/proj2/multimedia/) 
            library developed by VTT.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.#ctor">
            <summary>
            Creates an ALVAR marker tracker.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.InitTracker(System.Object[])">
            <summary>
            Initilizes the marker tracker with a set of configuration parameters.
            </summary>
            <param name="configs">
            There are two ways to pass the parameters. One way is to pass in the order of
            (int imageWidth, int imageHeight, String cameraCalibFilename, double markerSize,
            int markerRes, double margin), and the other way is (int imageWidth, int imageHeight, 
            String cameraCalibFilename, double markerSize).
            </param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.SetHideMarkerTextureConfigurations(System.UInt32,System.UInt32,System.UInt32,System.Double)">
            <summary>
            Sets the configurations for textures used to hide the markers. 
            </summary>
            <param name="size">The pixel width and height of the texture.</param>
            <param name="depth"></param>
            <param name="channels">The number of color channels.</param>
            <param name="margin"></param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.AssociateMarker(System.Object[])">
            <summary>
            Associates a marker with an identifier so that the identifier can be used to find this
            marker after processing the image. 
            </summary>
            <param name="markerConfigs">There are three ways to pass the parameters; (int markerID),
            (int markerID, double markerSize), or (String multiMarkerConfig). </param>
            <returns>An identifier for this marker object</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.ProcessImage(GoblinXNA.Device.Capture.IVideoCapture,System.IntPtr)">
            <summary>
            Processes the video image captured from an initialized video capture device. 
            </summary>
            <param name="captureDevice">An initialized video capture device</param>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.FindMarker(System.Object)">
            <summary>
            Checks whether a marker identified by 'markerID' is found in the processed image
            after calling ProcessImage(...) method.
            </summary>
            <param name="markerID">An ID associated with a marker returned from AssociateMarker(...)
            method.</param>
            <returns>A boolean value representing whether a marker was found</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.GetMarkerTransform">
            <summary>
            Gets the pose transformation of the found marker after calling the FindMarker(...) method.
            </summary>
            <remarks>
            This method should be called if and only if FindMarker(...) method returned true for
            the marker you're looking for. 
            </remarks>
            <returns>The pose transformation of a found marker</returns>
        </member>
        <member name="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.Dispose">
            <summary>
            Disposes this marker tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.CameraFovX">
            <summary>
            Gets the camera's horizontal field of view in radians.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.CameraFovY">
            <summary>
            Gets the camera's vertical field of view in radians.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.MaxMarkerError">
            <summary>
            Default value is 0.08.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.MaxTrackError">
            <summary>
            Default value is 0.2.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.DetectAdditional">
            <summary>
            Default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.ZNearPlane">
            <summary>
            Gets or sets the near clipping plane used to compute CameraProjection.
            The default value is 10.
            </summary>
            <remarks>
            This property should be set before calling InitTracker(...).
            </remarks>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.ZFarPlane">
            <summary>
            Gets or sets the far clipping plane used to compute CameraProjection.
            The default value is 2000.
            </summary>
            <remarks>
            This property should be set before calling InitTracker(...).
            </remarks>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.HideMarkers">
            <summary>
            Gets or sets whether to hide the detected markers with a texture that resembles the
            surrounding texture in the video image. The default value is false.
            </summary>
            <remarks>
            You must call SetHideMarkerTextureConfigurations(...) method to configure the settings
            of the hide texture. If not configured, the markers won't be hidden. 
            
            By default, all of the detected markers are hidden, but you can choose to hide only 
            specified markers by setting HideList property.
            </remarks>
            <see cref="M:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.SetHideMarkerTextureConfigurations(System.UInt32,System.UInt32,System.UInt32,System.Double)"/>
            <seealso cref="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.HideList"/>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.HideTextures">
            <summary>
            Gets the textures used for hiding the markers.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.HideList">
            <summary>
            Gets or sets the list of markers to hide. The list can contain either int (for single
            marker) or String (for multiple markers). If null, which is the default, all detected
            markers will be hiden if HideMarkers is set to true.
            </summary>
            <see cref="P:GoblinXNA.Device.Vision.Marker.ALVARMarkerTracker.HideMarkers"/>
        </member>
        <member name="T:GoblinXNA.Device.Vision.Marker.ARToolkitDllBridge">
            <summary>
            A DLL bridge class that accesses the methods in ARToolkitWrapper.dll, which contains
            wrapped methods from the original ARToolkit marker tracker library.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InterSense2.ISDllBridge">
            <summary>
            This DLL bridge is for InterSense SDK version 4.17
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.InterSense2.ISDllBridge.ISD_TRACKER_INFO_TYPE.LibVersion">
            <summary>
            Following item are for information only and should not be changed 
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.InterSense2.ISDllBridge.ISD_STATION_INFO_TYPE.ID">
            <summary>
            A unique number identifying a station. It is the same as that passed to the ISD_SetStationState
            and ISD_GetStationState functions and can be 1 to ISD_MAX_STATIONS
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.InterSense2.ISDllBridge.ISD_STATION_INFO_TYPE.State">
            <summary>
            TRUE if ON, FALSE if OFF
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.InterSense2.ISDllBridge.ISD_STATION_INFO_TYPE.Compass">
            <summary>
            0 or 2 for OFF or ON. Setting 1 is not in use and will have the same result as ON. 
            Only available for IS-X Series devices and InertiaCube2 Pro. For all others this setting 
            is always 2. This controls the state of the compass component of the InertiaCube. 
            Compass is only used when station is configured for GEOS or Dual modes, in Fusion mode 
            compass readings are not used, regardless of this setting. When station is configured 
            for FULL compass mode, the readings produced by the magnetometers inside the InertiaCube 
            are used as absolute reference orientation for yaw. Compass can be affected by metallic 
            objects and electronic equipment in close proximity to the InertiaCube. If compass is OFF, 
            no heading compensation is applied 
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.InterSense2.ISDllBridge.ISD_STATION_INFO_TYPE.InertiaCube">
            <summary>
            InertiaCube associated with this station. If no InertiaCube is assigned, this number is -1. 
            Otherwise, it is a positive number 1 to 4. Only relevant for IS-300 and IS-600 Series devices. 
            For IS-900 it is always the same as the station number, for InterTrax and InertiaCube2 
            it’s always 1.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.DirectShowCapture">
            <summary>
            A video capture class that uses the DirectShow library. This implementation is slower than
            the other DirectShowCapture implementation, but this implementation works for any cameras
            under 64-bit OS.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture.capture">
            <summary>
            Video capture class for DirectShow
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture.failureCount">
            <summary>
            Used to count the number of times it failed to capture an image
            If it fails more than certain times, it will assume that the video
            capture device can not be accessed
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture.tmpPanel">
            <summary>
            A temporary panel for grabbing the video frame from DirectShow interface
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.#ctor">
            <summary>
            Creates a video capture using the DirectShow library.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.ShowVideoCaptureDeviceProperties(System.Windows.Forms.Form)">
            <summary>
            Displays video capture device property information on a Windows Form object.
            </summary>
            <param name="frmOwner">The owner to hold this property form</param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.ShowVideoCapturePin(System.Windows.Forms.Form)">
            <summary>
            Displayes video capture pin information on a Windows Form object.
            </summary>
            <param name="frmOwner"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.StartVideoCapturing(System.String)">
            <summary>
            Starts video recording, and saves the recorded video in a given file.
            </summary>
            <param name="filename"></param>
            <returns>If previous video capturing has not been stopped, then false is returned. Otherwise, true.</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.StopVideoCapturing">
            <summary>
            Stops the video capturing.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.GetBitmapImage">
            <summary>
            Gets a Bitmap image object returned by the DirectShow library.
            </summary>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.ReadBmpData(System.Drawing.Imaging.BitmapData,System.IntPtr,System.Int32[],System.Int32,System.Int32)">
            <summary>
            A helper function that extracts the image pixels stored in Bitmap instance to an array
            of integers as well as copy them to the memory location pointed by 'cam_image'.
            </summary>
            <param name="bmpDataSource"></param>
            <param name="cam_image"></param>
            <param name="imageData"></param>
            <param name="width"></param>
            <param name="height"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture.CaptureDone(System.Drawing.Bitmap)">
            <summary>
            Assigns the video image returned by the DirectShow library to a temporary Bitmap holder.
            </summary>
            <param name="e"></param>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DirectShowCapture.CaptureCallback">
            <summary>
            Sets the callback function to be called when a new image becomes ready.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.FocusGained">
            <summary>
            Invoked when the component is focused
            </summary>
            <param name="source"></param>
        </member>
        <member name="T:GoblinXNA.UI.FocusLost">
            <summary>
            Invoked when the component loses focus
            </summary>
            <param name="source"></param>
        </member>
        <member name="T:GoblinXNA.UI.ComponentAdded">
            <summary>
            Invoked when a component is added to the container
            </summary>
            <param name="source"></param>
            <param name="component"></param>
        </member>
        <member name="T:GoblinXNA.UI.ComponentRemoved">
            <summary>
            Invoked when a component is removed from the container
            </summary>
            <param name="source"></param>
            <param name="component"></param>
        </member>
        <member name="T:GoblinXNA.UI.ActionPerformed">
            <summary>
            Invoked when a certain action is performed
            </summary>
            <param name="source"></param>
        </member>
        <member name="T:GoblinXNA.UI.StateChanged">
            <summary>
            Invoked when the target of the listener has changed its state
            </summary>
            <param name="source"></param>
        </member>
        <member name="T:GoblinXNA.UI.ItemStateChanged">
            <summary>
            Invoked when an item has been selected or deselected by the user
            </summary>
            <param name="source"></param>
            <param name="item"></param>
            <param name="selected"></param>
        </member>
        <member name="T:GoblinXNA.UI.CaretUpdate">
            <summary>
            Invoked when caret position is updated
            </summary>
            <param name="source"></param>
            <param name="caretPosition"></param>
        </member>
        <member name="T:GoblinXNA.UI.KeyPressed">
            <summary>
            Invoked when key is pressed
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.KeyReleased">
            <summary>
            Invoked when key is released
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.KeyTyped">
            <summary>
            Invoked when key is typed
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.ContentsChanged">
            <summary>
            Invoked when the contents of the list has changed.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.IntervalAdded">
            <summary>
            Invoked when one or more elements are inserted in the indices from index0 to index1 in the data model.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.IntervalRemoved">
            <summary>
            Invoked when one or more elements are removed from the indices between index0 and index1 in the data model.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.ValueChanged">
            <summary>
            Invoked when the value of the selection changes.
            </summary>
            <param name="evt"></param>
        </member>
        <member name="T:GoblinXNA.UI.MouseClicked">
            <summary>
            Invoked when mouse is clicked within the bounds.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.MouseEntered">
            <summary>
            Invoked when mouse enters in the bounds.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.MouseExited">
            <summary>
            Invoked when mouse exits from the bounds.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.MousePressed">
            <summary>
            Invoked when mouse is pressed within the bounds.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.MouseReleased">
            <summary>
            Invoked when mouse is released within the bounds.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.MouseDragged">
            <summary>
            Invoked when mouse is moved within the bounds.
            </summary>
            <param name="button">The button held down</param>
            <param name="startLocation">The start mouse location of the dragging</param>
            <param name="currentLocation">The current mouse location of the dragging</param>
        </member>
        <member name="T:GoblinXNA.UI.MouseMoved">
            <summary>
            Invoked when mouse is dragged within the bounds.
            </summary>
            <param name="mouseLocation">The location of the mouse in screen coordinate</param>
        </member>
        <member name="T:GoblinXNA.UI.MouseWheelMoved">
            <summary>
            Invoked when mouse wheel is moved if mouse wheel is available
            </summary>
            <param name="delta">The amount moved from previous mouse wheel</param>
            <param name="value">The current mouse wheel value</param>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.ListModel">
            <summary>
            
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.Add(System.Object)">
            <summary>
            Adds the specified element to the end of this list.
            </summary>
            <param name="element">The element to be added to the end of this list.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.Insert(System.Int32,System.Object)">
            <summary>
            Inserts the specified element at the specified position in this list.
            </summary>
            <param name="index">The position in this list to insert.</param>
            <param name="element">The element to be inserted.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.InsertRange(System.Object[],System.Int32)">
            <summary>
            Inserts a list of elements to this list from the specified start position.
            </summary>
            <param name="eles">The list of elements to be inserted.</param>
            <param name="startIndex">The start position in this list to insert a list of elements.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.Remove(System.Object)">
            <summary>
            Removes the first (lowest-indexed) occurrence of the element from this list.
            </summary>
            <param name="element">The element to be removed from this list.</param>
            <returns>Whether it successfully removed this element from this list.</returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.RemoveAt(System.Int32)">
            <summary>
            Removes the element at the specified position in this list.
            </summary>
            <param name="index">The position to remove an element.</param>
            <returns>Whether it successfully removed this element from this list.</returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.RemoveAll">
            <summary>
            Removes all elements from this list.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.RemoveRange(System.Int32,System.Int32)">
            <summary>
            Removes the elements at the specified range of indices.
            </summary>
            <param name="startIndex"></param>
            <param name="length"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.Replace(System.Int32,System.Object)">
            <summary>
            Replaces the element at the specified position in this list with the specified element.
            </summary>
            <param name="index"></param>
            <param name="element"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.ReplaceRange(System.Object[],System.Int32)">
            <summary>
            Replaces the elements at the specified range of indices with the specified elements.
            </summary>
            <param name="eles"></param>
            <param name="startIndex"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.InvokeContentsChangedEvent(System.Object,System.Int32,System.Int32)">
            <summary>
            Invokes the content changed event.
            </summary>
            <param name="source">The class that invoked this method.</param>
            <param name="index0">The starting index in the list where content is changed.</param>
            <param name="index1">The ending index in the list where content is changed.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.InvokeIntervalAddedEvent(System.Object,System.Int32,System.Int32)">
            <summary>
            Invokes the interval added event.
            </summary>
            <param name="source">The class that invoked this method.</param>
            <param name="index0">The starting index in the list where a list of items is added.</param>
            <param name="index1">The ending index in the list where a list items is added.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.ListModel.InvokeIntervalRemovedEvent(System.Object,System.Int32,System.Int32)">
            <summary>
            Invokes the interval removed event.
            </summary>
            <param name="source">The class that invoked this method.</param>
            <param name="index0">The starting index in the list where a list of items is removed.</param>
            <param name="index1">The ending index in the list where a list of items is removed.</param>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.ListModel.Elements">
            <summary>
            Gets a list of elements in this model.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.ListModel.ContentsChangedEvent">
            <summary>
            An event triggered whenever the content of this model changes.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.ListModel.IntervalAddedEvent">
            <summary>
            An event triggered whenever a list of items is added to this model.
            </summary>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.ListModel.IntervalRemovedEvent">
            <summary>
            An event triggered whenever a list of items is removed from this model.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Fancy.SuggestBoxStateChanged">
            <summary>
            Invoked when an item in the suggestion list is selected. 
            </summary>
            <param name="suggestBox">The G2DList class that invoked this delegate function.</param>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField">
            <summary>
            A suggestion field is a text field that provides a list of possible text inputs such as search terms 
            in a drop down box every time the user modifies a text in the field. If the user selects one of 
            the texts in the suggestion list, the text in the text field will be replaced with the selected one.
            The suggestion list disappears either if a selection is made or the user presses 'Enter' key. 
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DTextField">
            <summary>
            A text field displays a text string based on the user's keyboard input. This component
            needs to be focused in order to receive the keyboard input.
            
            In order to display the text and the caret, G2DTextField.TextFont must be set. 
            Otherwise, the text and caret will not show up.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DTextField.#ctor(System.String,System.Int32)">
            <summary>
            Creates a text field with specified initial text string and the width of the text field.
            </summary>
            <param name="text">An initial text string</param>
            <param name="columns">The width of the text field that is used to determine
            how many characters this text field can display</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DTextField.#ctor(System.String)">
            <summary>
            Creates a text field with specified initial text and column width of 30.
            </summary>
            <param name="text">An initial text string</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DTextField.#ctor(System.Int32)">
            <summary>
            Creates a text field with specified column width.
            </summary>
            <param name="columns"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DTextField.#ctor">
            <summary>
            Creates a text field with column width of 30.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.#ctor">
            <summary>
            Creates a suggestion field without a list of possible text inputs.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.#ctor(System.String[])">
            <summary>
            Creates a suggestion field with a list of possible text inputs and maximum of eight
            suggested texts to display in the drop down box.
            </summary>
            <param name="suggestionList">A list of possible text inputs.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.#ctor(System.Collections.Generic.List{System.String})">
            <summary>
            Creates a suggestion field with a list of possible text inputs and maximum of eight
            suggested texts to display in the drop down box.
            </summary>
            <param name="suggestionList">A list of possible text inputs.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.#ctor(System.Collections.Generic.List{System.String},System.Int32)">
            <summary>
            Creates a suggestion field with a list of possible text inputs and the maximum number of 
            suggested texts to display in the drop down box.
            </summary>
            <param name="suggestionList">A list of possible text inputs.</param>
            <param name="maxSuggestions">The maximum number of suggested texts to display in
            the drop down box.</param>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.SuggestBoxStateChangedEvent">
            <summary>
            An event triggered whenever a new item is selected in the suggestion list.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.SuggestionList">
            <summary>
            Gets or sets the list of possible text inputs.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.MaxSuggestions">
            <summary>
            Gets or sets the maximum number of suggested texts to display.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.Criteria">
            <summary>
            Gets or sets the criteria for matching the entered text with the list of possible text inputs
            in order to suggest a possible input. The default value is MatchCriteria.Contains.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.MatchFunction">
            <summary>
            Gets or sets a matching function used to identify which texts from the list of possible text
            inputs should be displayed based on the current text typed in the text field. This matching
            function is used only if Criteria property is set to MatchCriteria.Custom.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.KeepSuggestionBoxOpaque">
            <summary>
            Gets or sets whether to keep the suggestion box to render in opaque background. If set to false,
            then the suggestion box will have the same transparency value as this component. If true, the
            suggestion box will remain opaque even if this component's transparency value is modified. The 
            default value is true.
            </summary>
            <remarks>
            If there are other UI components positioned below this component, then it's better to set this 
            property to true.
            </remarks>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.MatchCriteria">
            <summary>
            An enum that specifies a text matching criteria.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.Fancy.G2DSuggestField.IsPartOf">
            <summary>
            A delegate function that tests whether a text 'b' is part of text 'a'.
            </summary>
            <param name="textToMatch"></param>
            <param name="textToBeMatched"></param>
            <returns></returns>
        </member>
        <member name="T:GoblinXNA.Device.Capture.Resolution">
            <summary>
            The resolution of the camera. In the format of _[width]x[height].
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.FrameRate">
            <summary>
            The framerate of the camera
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.ImageFormat">
            <summary>
            The format of the image that will be passed to the marker tracker.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.ImageFormat.GRAYSCALE_8">
            <summary>
            8-bit Grayscale format.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.ImageFormat.R5G6B5_16">
            <summary>
            16-bit RGB format. 5 bits for R, 6 bits for G, and 5 bits for B channel.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.ImageFormat.R8G8B8_24">
            <summary>
            24-bit RGB format. 8 bits for each R, G, and B channel.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.ImageFormat.B8G8R8_24">
            <summary>
            24-bit BGR format. 8 bits for each B, G, and R channel.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.ImageFormat.A8B8G8R8_32">
            <summary>
            32-bit ABGR format. 8 bits for each A (alpha), B, G, and R channel.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.ImageFormat.R8G8B8A8_32">
            <summary>
            32-bit RGBA format. 8 bits for each R, G, B, and A (alpha) channel.
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.ImageFormat.B8G8R8A8_32">
            <summary>
            32-bit BGRA format. 8 bits for each B, G, R, and A (alpha) channel.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.DirectShowCapture2">
            <summary>
            An implementation of IVideoCapture using DirectShowNET. This implementation performs
            faster than the other DirectShowCapture implementation.
            </summary>
            <remarks>
            This implementation currently has problem with certain cameras under 64-bit OS, so please
            use the other implementation if you have problems.
            </remarks>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.capFilter">
            <summary> base filter of the actually used video devices. </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.graphBuilder">
            <summary> graph builder interface. </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.capGraph">
            <summary> capture graph builder interface. </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.mediaCtrl">
            <summary> control interface. </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.mediaEvt">
            <summary> event interface. </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.baseGrabFlt">
            <summary> grabber filter interface. </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.videoInfoHeader">
            <summary> structure describing the bitmap to grab. </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DirectShowCapture2.failureCount">
            <summary>
            Used to count the number of times it failed to capture an image
            If it fails more than certain times, it will assume that the video
            capture device can not be accessed
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.#ctor">
            <summary>
            Creates a video capture using the DirectShow library.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.getStreamConfigSetting(DShowNET.IAMStreamConfig,System.String)">
            <summary>
             Retrieves the value of one member of the IAMStreamConfig format block.
             Helper function for several properties that expose
             video/audio settings from IAMStreamConfig.GetFormat().
             IAMStreamConfig.GetFormat() returns a AMMediaType struct.
             AMMediaType.formatPtr points to a format block structure.
             This format block structure may be one of several 
             types, the type being determined by AMMediaType.formatType.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.setStreamConfigSetting(DShowNET.IAMStreamConfig,System.String,System.Object)">
            <summary>
             Set the value of one member of the IAMStreamConfig format block.
             Helper function for several properties that expose
             video/audio settings from IAMStreamConfig.GetFormat().
             IAMStreamConfig.GetFormat() returns a AMMediaType struct.
             AMMediaType.formatPtr points to a format block structure.
             This format block structure may be one of several 
             types, the type being determined by AMMediaType.formatType.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.SetupGraph">
            <summary> 
            build the capture graph for grabber. 
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.GetInterfaces">
            <summary> 
            create the used COM components and get the interfaces. 
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.CreateCaptureDevice(System.Runtime.InteropServices.UCOMIMoniker)">
            <summary> 
            create the user selected capture device. 
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.BufferCB(System.Double,System.IntPtr,System.Int32)">
            <summary>
            Buffer Callback method from the  DirectShow.NET ISampleGrabberCB interface.  This method is called
            when a new frame is grabbed by the SampleGrabber.
            </summary>
            <param name="SampleTime">The sample time.</param>
            <param name="pBuffer">A pointer to the image buffer that contains the grabbed sample.</param>
            <param name="BufferLen">The length of the image buffer containing the grabbed sample.</param>
            <returns>0 = success.</returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DirectShowCapture2.SampleCB(System.Double,DShowNET.IMediaSample)">
            <summary>
            Sample CallBack method from the ISampleGrabberCB interface (DirectShow.NET).  Not used.
            </summary>
            <param name="SampleTime"></param>
            <param name="pSample"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DirectShowCapture2.CaptureCallback">
            <summary>
            Sets the callback function to be called when a new image becomes ready.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.UI2DHelper">
            <summary>
            A helper class that implements various helper functions for 2D UI component classes.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.IsWithin(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Tests whether a point 'p' is within the bounds of a rectangle 'rect'.
            </summary>
            <param name="p"></param>
            <param name="rect"></param>
            <returns>Whether 'p' is within 'rect'</returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.IsWithin(System.Int32,System.Int32,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Tests whether a point (x, y) is within the bounds of a rectangle 'rect'.
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="rect"></param>
            <returns>Whether a point (x, y) is within 'rect'</returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.IsWithin(Microsoft.Xna.Framework.Vector2,System.Collections.Generic.List{Microsoft.Xna.Framework.Vector2})">
            <summary>
            Tests whether a point 'p' is within a non-self-crossing polygon. The result can be inaccurate if
            the point 'p' is really close to the edge of the polygon.
            </summary>
            <param name="p"></param>
            <param name="points"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.IsWithin(System.Single,System.Single,System.Collections.Generic.List{Microsoft.Xna.Framework.Vector2})">
            <summary>
            Tests whether a point (x, y) is within a non-self-crossing polygon. The result can be inaccurate if
            the point (x, y) is really close to the edge of the polygon.
            </summary>
            <remarks>
            This code was referenced from http://alienryderflex.com/polygon/ . 
            </remarks>
            <param name="x"></param>
            <param name="y"></param>
            <param name="points"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.OnEdge(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Tests whether a point 'p' is on an edge of the rectangle 'rect'.
            </summary>
            <param name="p"></param>
            <param name="rect"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.OnEdge(System.Int32,System.Int32,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Tests whether a point (x, y) is on an edge of the rectangle 'rect'.
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="rect"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.OnCorner(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Tests whether a point 'p' is on a corner of the rectangle 'rect'.
            </summary>
            <param name="p"></param>
            <param name="rect"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.OnCorner(System.Int32,System.Int32,Microsoft.Xna.Framework.Rectangle)">
            <summary>
            Tests whether a point (x, y) is on a corner of the rectangle 'rect'.
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="rect"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.GetDistance(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Gets the distance between point 'p1' and 'p2'.
            </summary>
            <param name="p1"></param>
            <param name="p2"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.UI2DHelper.Convert3DPointTo2D(Microsoft.Xna.Framework.Vector3)">
            <summary>
            Converts a 3D point to a projected 2D screen point.
            </summary>
            <param name="point"></param>
            <returns></returns>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.ExplosionParticleEffect">
            <summary>
            A particle system that simulates an explosion effect.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ExplosionParticleEffect.#ctor(System.Int32)">
            <summary>
            Creates an explosion particle system.
            </summary>
        </member>
        <member name="T:GoblinXNA.ThreadOptions">
            <summary>
            Options for enabling threading for certain processes.
            </summary>
        </member>
        <member name="F:GoblinXNA.ThreadOptions.MarkerTracking">
            <summary>
            Thread the marker tracking process. This includes the video capturing process
            as well.
            </summary>
        </member>
        <member name="F:GoblinXNA.ThreadOptions.PhysicsSimulation">
            <summary>
            Thread the physics simulation.
            </summary>
        </member>
        <member name="T:GoblinXNA.State">
            <summary>
            The main class of the Goblin XNA framework. 
            </summary>
        </member>
        <member name="M:GoblinXNA.State.InitGoblin(Microsoft.Xna.Framework.GraphicsDeviceManager,Microsoft.Xna.Framework.Content.ContentManager,System.String)">
            <summary>
            This is the very first method that needs to be called before using any of the Goblin 
            XNA framework.
            </summary>
            <param name="graphics">GraphicsDeviceManager object from the main Game class</param>
            <param name="content">ContentManager object from the main Game class</param>
            <param name="settingFile">
            The full path of the setting file in XML format. Setting file is used, for example, 
            to specify where the model files are stored if not directly under "Content" directory.
            You can also add your own setting variable with certain value, and retrieve the value
            using GetSettingVariable method.
            
            Can be an empty string, in which case, a template setting file (template_setting.xml) 
            that contains all of the setting variables used in Goblin XNA will be generated. 
            If you don't specify the setting file, then all of the resource files (e.g., models, 
            textures, spritefonts, etc) should be directly stored under the "Content" directory,
            so Goblin XNA can figure out where to load those resources. 
            </param>
            <see cref="M:GoblinXNA.State.GetSettingVariable(System.String)"/>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
        </member>
        <member name="M:GoblinXNA.State.GetSettingVariable(System.String)">
            <summary>
            Gets the setting variables loaded at the initialization time.
            </summary>
            <param name="name">The name of the setting variable</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.State.LoadSettings(System.String)">
            <summary>
            Loads all of the added setting variables.
            </summary>
            <param name="filename">the filename where the setting variables are stored</param>
        </member>
        <member name="M:GoblinXNA.State.WriteSettingTemplate">
            <summary>
            Writes out a template setting file that contains all of the setting variables
            used in Goblin XNA.
            </summary>
        </member>
        <member name="M:GoblinXNA.State.GetNextNodeID">
            <summary>
            A helper function to get the next unique node ID.
            </summary>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.State.Width">
            <summary>
            Gets the width dimension of the current screen in pixels
            </summary>
        </member>
        <member name="P:GoblinXNA.State.Height">
            <summary>
            Gets the height dimension of the current screen in pixels
            </summary>
        </member>
        <member name="P:GoblinXNA.State.Initialized">
            <summary>
            Gets whether Goblin framework has been initialized through the InitGoblin method call
            </summary>
        </member>
        <member name="P:GoblinXNA.State.BlankTexture">
            <summary>
            Gets a blank texture
            </summary>
        </member>
        <member name="P:GoblinXNA.State.AlphaBlendingEnabled">
            <summary>
            Gets or sets whether to enable alpha-blended transparency
            </summary>
        </member>
        <member name="P:GoblinXNA.State.ThreadOption">
            <summary>
            Gets or sets the threading options by oring the ThreadOptions enum. This property is
            used to control what operations to be threaded. If your CPU is single-core, then there is
            no point to thread any operations.
            </summary>
        </member>
        <member name="P:GoblinXNA.State.BoundingBoxColor">
            <summary>
            Gets or sets the color used to draw the bounding box of each model for debugging.
            </summary>
        </member>
        <member name="P:GoblinXNA.State.EnableNetworking">
            <summary>
            Gets or sets whether to enable networking. The default value is false.
            </summary>
        </member>
        <member name="P:GoblinXNA.State.IsServer">
            <summary>
            Gets or sets whether this machine acts as a server when networking is enabled
            </summary>
        </member>
        <member name="P:GoblinXNA.State.NumberOfClientsToWait">
            <summary>
            Number of clients to wait for connections before starting physics simulation.
            The default value is 0.
            </summary>
        </member>
        <member name="P:GoblinXNA.State.LogPrintLevel">
            <summary>
            Gets or sets the log levels that will be printed out. Default value is LogLevel.Error.
            </summary>
            <example>
            LogLevel.Log means prints out all log levels including Warning and Error messages.
            LogLevel.Warning means prints out only Warning and Error messages.
            LogLevel.Error means prints out only Error messages.
            </example>
        </member>
        <member name="P:GoblinXNA.State.ShowFPS">
            <summary>
            Gets or sets whether to display the Frames-Per-Secound count on the screen.
            </summary>
            <remarks>
            The color of the text can be changed by modifying DebutTextColor property. 
            </remarks>
            <see cref="P:GoblinXNA.State.DebugTextColor"/>
        </member>
        <member name="P:GoblinXNA.State.ShowNotifications">
            <summary>
            Gets or sets whether to display any notification messages on the screen.
            </summary>
        </member>
        <member name="P:GoblinXNA.State.ShowTriangleCount">
            <summary>
            Gets or sets whether to display the triangle count of all of the rendered 
            models in the scene.
            </summary>
            <remarks>
            The color of the text can be changed by modifying DebutTextColor property. 
            </remarks>
            <see cref="P:GoblinXNA.State.DebugTextColor"/>
        </member>
        <member name="P:GoblinXNA.State.DebugTextColor">
            <summary>
            Gets or sets the color of the FPS or triangle count text. The default color 
            is Color.White.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonVehicle.SetSteering(System.Single)">
            <summary>
            Sets the steering parameter for the steerable tires. 
            </summary>
            <param name="value"></param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonVehicle.SetTireTorque(System.Single)">
            <summary>
            Sets the torque of the vehicle tires.
            </summary>
            <param name="value"></param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonVehicle.ApplyHandBrakes(System.Single)">
            <summary>
            Applies hand brakes on the vehicle.
            </summary>
            <param name="value"></param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonVehicle.GetTireID(System.IntPtr)">
            <summary>
            Gets the tire ID from the newton's registered tire ID (which is different from TireID).
            </summary>
            <param name="newtonTireID"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonVehicle.AddToTireTable(System.IntPtr,System.Int32)">
            <summary>
            Associate newton's tire ID with our TireID.
            </summary>
            <param name="newtonTireID"></param>
            <param name="index"></param>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonVehicle.TransformCallback">
            <summary>
            Gets or sets the transform callback for this vehicle. 
            </summary>
            <remarks>
            This callback must be set before a vehicle can be added for physical simulation.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonVehicle.ForceCallback">
            <summary>
            Gets or sets the apply force and torque callback for this vehicle. 
            </summary>
            <remarks>
            This callback must be set before a vehicle can be added for physical simulation.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonVehicle.TireUpdateCallback">
            <summary>
            Gets or sets the tire update callback for this vehicle. 
            </summary>
            <remarks>
            This callback must be set before this vehicle can be added for physical simulation.
            </remarks>
        </member>
        <member name="T:GoblinXNA.GoblinException">
            <summary>
            An Exception class thrown in the GoblinXNA framework
            </summary>
        </member>
        <member name="M:GoblinXNA.GoblinException.#ctor(System.String)">
            <summary>
            Creates an GoblinXNA exception with the specified error message
            </summary>
            <param name="errMsg">An error message</param>
        </member>
        <member name="T:GoblinXNA.Device.iWear.iWearTracker">
            <summary>
            A 6DOF input device class that supports VUZIX's iWear VS920 device which is a stereoscopic display
            with embedded orientation tracker. 
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.iWear.iWearTracker.#ctor">
            <summary>
            A private constructor.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.iWear.iWearTracker.Initialize">
            <summary>
            Initializes the iWear tracker.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.iWear.iWearTracker.BeginGPUQuery">
            <summary>
            Begin GPU query. This method must be called before rendering any 3D object (any information that
            will be passed to the GPU for rendering) and before calling EndGPUQuery() method.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.iWear.iWearTracker.EndGPUQuery">
            <summary>
            End GPU query. This method must be called after rendering any 3D object (any information that
            will be passed to the GPU for rendering) and after calling BeginGPUQuery() method.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.iWear.iWearTracker.SynchronizeEye(GoblinXNA.Device.iWear.iWearDllBridge.Eyes)">
            <summary>
            Synchronize.
            </summary>
            <param name="eye"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.iWear.iWearTracker.UpdateBottomLine(Microsoft.Xna.Framework.Game)">
            <summary>
            
            </summary>
            <param name="game"></param>
        </member>
        <member name="M:GoblinXNA.Device.iWear.iWearTracker.ConvertToRadians(System.Int64)">
            <summary>
            Convert Raw values from the iWear Tracker to radians.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.ProductID">
            <summary>
            Gets the product ID of the connected iWear device. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.IsStereoAvailable">
            <summary>
            Gets whether the stereoscopic view is available.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.IsTrackerAvailable">
            <summary>
            Gets whether the orientation tracker is available.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.IsSensorAvailable">
            <summary>
            Gets whether the sensors (e.g., magnetic, accelerometer, and gyros) are available.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.Yaw">
            <summary>
            Gets the yaw (in radians) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.Pitch">
            <summary>
            Gets the pitch (in radians) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.Roll">
            <summary>
            Gets the roll (in radians) updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.SensorData">
            <summary>
            Gets the raw sensor data (e.g., magnetic, acceleration, and gyro).
            </summary>
            <remarks>
            The data is valid only if IsSensorAvailable is true.
            </remarks>
            <see cref="P:GoblinXNA.Device.iWear.iWearTracker.IsSensorAvailable"/>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.MagneticData">
            <summary>
            Gets the magnetic sensor data in the x, y, and z directions. The values range from
            -2048 to 2048.
            </summary>
            <remarks>
            The data is valid only if IsSensorAvailable is true.
            </remarks>
            <see cref="P:GoblinXNA.Device.iWear.iWearTracker.IsSensorAvailable"/>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.AccelerationData">
            <summary>
            Gets the accelometer sensor data in the x, y, and z directions. The values range from
            -2048 to 2048.
            </summary>
            <remarks>
            The data is valid only if IsSensorAvailable is true.
            </remarks>
            <see cref="P:GoblinXNA.Device.iWear.iWearTracker.IsSensorAvailable"/>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.GyroData">
            <summary>
            Gets the gyro sensor data in the x, y, and z directions. The values range from
            -2048 to 2048.
            </summary>
            <remarks>
            The data is valid only if IsSensorAvailable is true.
            </remarks>
            <see cref="P:GoblinXNA.Device.iWear.iWearTracker.IsSensorAvailable"/>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.LowBandGyroData">
            <summary>
            Gets the low bandwidth gyro sensor data in the x, y, and z directions. The values range from
            -2048 to 2048.
            </summary>
            <remarks>
            The data is valid only if IsSensorAvailable is true.
            </remarks>
            <see cref="P:GoblinXNA.Device.iWear.iWearTracker.IsSensorAvailable"/>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.EnableFiltering">
            <summary>
            Sets whether to enable internal filtering by the tracker. The internal filtering is
            disabled by default.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.EnableStereo">
            <summary>
            Sets whether to enable stereoscopic view.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.Rotation">
            <summary>
            Gets the rotation updated by the device's orientation tracker. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.iWear.iWearTracker.Instance">
            <summary>
            Gets the instance of iWearTracker.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Capture.NullCapture">
            <summary>
            Creates a dummy capture device that streams a static image.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.NullCapture.#ctor">
            <summary>
            Creates a video capture using a series of static images.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.NullCapture.IsImageAlreadyProcessed">
            <summary>
            Gets or sets whether the static image is already processed by the marker tracker.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.NullCapture.StaticImageFile">
            <summary>
            Gets or sets the static image used for tracking. JPEG, GIF, and BMP formats are
            supported.
            </summary>
            <remarks>
            You need to set this value if you want to perform marker tracking using a
            static image instead of a live video stream. 
            </remarks>
            <exception cref="T:GoblinXNA.GoblinException">If the image format is not supported.</exception>
        </member>
        <member name="T:GoblinXNA.UI.Notifier">
            <summary>
            A helper class for displaying graphical debugging/notification messages on the HUD.
            </summary>
            <remarks>
            By default, all of the appended messages are displayed on the HUD forever. If you want
            to make them disappear after a specified period of time, set FadeOutTime to force the messages
            to fade out after the specified time.
            </remarks>
        </member>
        <member name="M:GoblinXNA.UI.Notifier.#cctor">
            <summary>
            A static constructor to initialize all of the necessary member fields.
            </summary>
            <remarks>
            You don't need to call this constructor. This constructor is called automatically when
            you access any of its properties or functions.
            </remarks>
        </member>
        <member name="M:GoblinXNA.UI.Notifier.AddMessage(System.String)">
            <summary>
            Appends a new debugging/notification message.
            </summary>
            <param name="msg">A debugging/notification message to be appended</param>
        </member>
        <member name="M:GoblinXNA.UI.Notifier.GetMessages">
            <summary>
            Gets all of the newly appended messages from the last time calling this method.
            All of the newly appended messages are cleared when this method is called.
            </summary>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.UI.Notifier.Placement">
            <summary>
            Gets or sets the display location of the debugging/notification messages.
            </summary>
            <remarks>
            The default value is NotifierPlacement.TopRight. If defined as Custom, then you need to
            set the CustomStartLocation and CustomAppearDirection properties.
            </remarks>
            <see cref="P:GoblinXNA.UI.Notifier.CustomStartLocation"/>
            <seealso cref="P:GoblinXNA.UI.Notifier.CustomAppearDirection"/>
        </member>
        <member name="P:GoblinXNA.UI.Notifier.CustomStartLocation">
            <summary>
            Gets or sets the custom starting location of the notifier messages to appear when Placement 
            property is set to Custom.
            </summary>
            <see cref="P:GoblinXNA.UI.Notifier.Placement"/>
        </member>
        <member name="P:GoblinXNA.UI.Notifier.CustomAppearDirection">
            <summary>
            Gets or sets the direction in which the text appears when Placement property is set
            to Custom.
            </summary>
            <see cref="P:GoblinXNA.UI.Notifier.Placement"/>
        </member>
        <member name="P:GoblinXNA.UI.Notifier.FadeOutTime">
            <summary>
            Gets or sets how long each message will be displayed on the HUD before they
            start to fade out specified in milliseconds. The newly set values affects
            only the newly added messages.
            </summary>
            <remarks>
            The default value is -1, which means the messages never fade out.
            </remarks>
        </member>
        <member name="P:GoblinXNA.UI.Notifier.Font">
            <summary>
            Gets or sets the sprite font to use to display the messages.
            </summary>
            <remarks>
            The default sprint font is same as the one used for FPS and triangle count.
            </remarks>
        </member>
        <member name="P:GoblinXNA.UI.Notifier.Color">
            <summary>
            Gets or sets the color of the debugging/notification messages.
            </summary>
            <remarks>
            The default color is Color.Red
            </remarks>
        </member>
        <member name="P:GoblinXNA.UI.Notifier.MessageCount">
            <summary>
            Gets the number of currently displayed messages.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.Notifier.NotifierPlacement">
            <summary>
            An enum for display location of the debugging/notification messages.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.Notifier.NotifierMessage">
            <summary>
            A helper class to hold the notifier info and states
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.SpinnerIntegerModel">
            <summary>
            A SpinnerModel for sequence of integer numbers. If both Minimum and Maximum properties are defined, the return value
            is always limited between these two bounds. Otherwise, the value is unlimited.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.SpinnerIntegerModel.#ctor">
            <summary>
            Creates a number model with no upper nor lower limit, step size of 1, and an initial value of 0.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.SpinnerIntegerModel.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Creates a number model with upper limit 'maximum', lower limit 'minimum', incremental/decremental size
            'stepSize', and an initial 'value'.
            </summary>
            <param name="value">The initial value of the sequence.</param>
            <param name="minimum">The minimum value in the sequence.</param>
            <param name="maximum">The maximum value in the sequence.</param>
            <param name="stepSize">The incremental or decremental size.</param>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.SpinnerIntegerModel.Maximum">
            <summary>
            Gets or sets the upper limit of this number sequence.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.SpinnerIntegerModel.Minimum">
            <summary>
            Gets or sets the lower limit of this number sequence.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.SpinnerIntegerModel.StepSize">
            <summary>
            Gets or sets the incremental/decremental size.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DProgressBar">
            <summary>
            A G2D component that displays an integer value within a bounded interval. This component is 
            typically used to express the progress of some task by displaying the percentage completed
            and optionally, a textual display of the percentage.
            
            In order to display the percentage completed text, G2DProgressBar.TextFont must be set. 
            Otherwise, the text will not show up.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DProgressBar.#ctor(GoblinXNA.GoblinEnums.Orientation,System.Int32,System.Int32)">
            <summary>
            Creates a progress bar with the specified orientation, and minimum and maximum values.
            </summary>
            <param name="orientation">The orientation of the progress bar</param>
            <param name="min">The minimum value of the progress bar</param>
            <param name="max">The maximum value of the progress bar</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DProgressBar.#ctor(System.Int32,System.Int32)">
            <summary>
            Creates a horizontal progress bar with minimum value of 0 and maximum value of 100.
            </summary>
            <param name="min">The minimum value of the progress bar</param>
            <param name="max">The maximum value of the progress bar</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DProgressBar.#ctor(GoblinXNA.GoblinEnums.Orientation)">
            <summary>
            Creates a progress bar with the specified orientation, and minimum value of 0 and 
            maximum value of 100.
            </summary>
            <param name="orientation">The orientation of the progress bar</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DProgressBar.#ctor">
            <summary>
            Creates a horizontal progress bar with minimum value of 0 and maximum value of 100.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DProgressBar.InvokeStateChangedEvent(System.Object)">
            <summary>
            Invokes the state changed event.
            </summary>
            <param name="source">The class that invoked this method.</param>
        </member>
        <member name="E:GoblinXNA.UI.UI2D.G2DProgressBar.StateChangedEvent">
            <summary>
            An event triggered whenever the state of the progress bar changes.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.Indeterminate">
            <summary>
            Gets or sets whether to use indeterminate mode. Indeterminate mode is used to indicate
            that a task of unknown length is running. While the bar is in indeterminate mode, it 
            animates constantly to show that some tasks are being executed.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.Orientation">
            <summary>
            Gets or sets the desired orientation of the progress bar
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.Minimum">
            <summary>
            Gets or sets the minimum value of the progress bar
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.Maximum">
            <summary>
            Gets or sets the maximum value of the progress bar
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.Value">
            <summary>
            Gets or sets the progress bar's current value
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.PaintString">
            <summary>
            Gets or sets whether to paint the percentage complete text message in the middle of 
            the progress bar if the progress bar is not indeterminate
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.BarColor">
            <summary>
            Gets or sets the color of the progress bar
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.StringColor">
            <summary>
            Gets or sets the color of the text message that shows percentage completed
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DProgressBar.PercentComplete">
            <summary>
            Gets the percentage completed. If indeterminate, this will return -1.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DList">
            <summary>
            A display area that renders a list of objects. This allows the user to select one or more objects from the
            list. A separate model, ListModel, represents the contens of the list. The rendering of each list element
            is handled by a ListCellRenderer implementation.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DList.#ctor(GoblinXNA.UI.UI2D.ListModel)">
            <summary>
            Creates a list that displays the elements in the specified model.
            </summary>
            <param name="listModel"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DList.#ctor(System.Object[])">
            <summary>
            Creates a list that displays the elements in the specified array.
            </summary>
            <param name="listData"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DList.#ctor">
            <summary>
            Creates a list with an empty model.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DList.Model">
            <summary>
            Gets or sets the list data model. The default model is DefaultListModel.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DList.SelectionModel">
            <summary>
            Gets or sets the selection model for this list. The default model is DefaultListSelectionModel.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DList.CellRenderer">
            <summary>
            Gets or sets the renderer that handles the painting of each cell. The default renderer is
            DefaultListCellRenderer.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DList.SelectionBackgroundColor">
            <summary>
            Gets or sets the background color of the cell that contains the selected element.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DList.SelectionForegroundColor">
            <summary>
            Gets or sets the foreground color of the cell that contains the selected element.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.DefaultListCellRenderer">
            <summary>
            A default implementation of ListCellRenderer interface. This default implementation uses G2DLabel component
            to render the cell.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.DefaultListCellRenderer.#ctor">
            <summary>
            Creates a default implementation of ListCellRenderer interface using G2DLabel component.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.ParticleEmitter">
            <summary>
            Helper for objects that want to leave particles behind them as they
            move around the world. This emitter implementation solves two related
            problems:
            
            If an object wants to create particles very slowly, less than once per
            frame, it can be a pain to keep track of updates that ought to create
            a new particle versus those that should not.
            
            If an object is moving quickly and is creating many particles per frame,
            it will look ugly if these particles are all bunched up together. Much
            better if they can be spread out along a line between where the object
            is now and where it was on the previous frame. This is particularly
            important for leaving trails behind fast moving objects such as rockets.
            
            This emitter class keeps track of a moving object, remembering its
            previous position so it can calculate the velocity of the object. It
            works out the perfect locations for creating particles at any frequency
            you specify, regardless of whether this is faster or slower than the
            game update rate.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEmitter.#ctor(GoblinXNA.Graphics.ParticleEffects.ParticleEffect,System.Single,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Creates a new particle emitter object.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.ParticleEmitter.Update(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Updates the emitter, creating the appropriate number of particles
            in the appropriate positions.
            </summary>
        </member>
        <member name="T:GoblinXNA.SceneGraph.SoundNode">
            <summary>
            A scene graph node that represents a 3D sound source. For example, this node can be 
            added under a GeometryNode to create a sound source that follows a geometry model.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SoundNode.#ctor(System.String)">
            <summary>
            Creates a scene graph node that holds a 3D sound source with a specified node name.
            </summary>
            <param name="name">The name of this sound node</param>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SoundNode.#ctor">
            <summary>
            Creates a scene graph node that holds a 3D sound source.
            </summary>
        </member>
        <member name="M:GoblinXNA.SceneGraph.SoundNode.Play(Microsoft.Xna.Framework.Audio.SoundEffect)">
            <summary>
            Plays the 3D sound specified by its cue name.
            </summary>
            <remarks>
            Before calling this method, you should make sure that you initialized the Sound class by calling
            the Sound.Initialize(...) method. Otherwise, an exception will be thrown.
            </remarks>
            <param name="soundEffect"></param>
        </member>
        <member name="P:GoblinXNA.SceneGraph.SoundNode.WorldTransformation">
            <summary>
            Gets or sets the world transformation (position and orientation) of the 3D sound source.
            
            If there is a TransformNode in its ancestor nodes, then you usually should not manually
            set this matrix.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Util.DESPredictor">
            <summary>
            A predictor that implements La Viola's Double Exponentional Smoothing Prediction
            algorithm.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Util.IPredictor">
            <summary>
            An interface class for matrix prediction classes.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Util.IPredictor.UpdatePredictor(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@)">
            <summary>
            
            </summary>
            <param name="p">The position to use for updating the prediction</param>
            <param name="q">The orientation to use for updating the prediction</param>
        </member>
        <member name="M:GoblinXNA.Device.Util.IPredictor.GetPrediction(System.Single,Microsoft.Xna.Framework.Matrix@)">
            <summary>
            Gets the predicted transformation into the future time 't' from the history.
            </summary>
            <param name="t">The amount of time from now into the future in milliseconds</param>
            <param name="result">The predicted transformation</param>
        </member>
        <member name="M:GoblinXNA.Device.Util.IPredictor.Save(System.Xml.XmlDocument)">
            <summary>
            Saves the information of this predictor to an XML element.
            </summary>
            <param name="xmlDoc">The XML document to be saved.</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Util.IPredictor.Load(System.Xml.XmlElement)">
            <summary>
            Loads the information of this predictor from an XML element.
            </summary>
            <param name="xmlNode"></param>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESPredictor.#ctor(System.Single,System.Single,System.Int32,System.Single,System.Single)">
            <summary>
            Creates a double-exponential-smoothing predictor with the specified alpha values,
            delta time increment, and thresholds.
            </summary>
            <param name="transAlpha">An alpha value used for translational smoothing.</param>
            <param name="rotAlpha">An alpha value used for rotational smoothing.</param>
            <param name="delta">The time delta between each prediction time</param>
            <param name="transThreshold">A translational threshold. If set to larger than 0, then
            if the distance between the previous transformation and the current transformation is larger
            than this threshold, then the current transformation will be dropped from the smoothing
            calculation.</param>
            <param name="rotThreshold">A rotational threshold. If set to largen than 0, then
            if the angle (in radians) between the previous transformation and the current transformation
            is larger than this threshold, then the current transformation will be dropped from the
            smoothing calculation.</param>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESPredictor.#ctor(System.Single,System.Single,System.Int32)">
            <summary>
            Creates a double-exponential-smoothing predictor with the specified alpha values,
            and delta time increment with no thresholds.
            </summary>
            <param name="transAlpha">An alpha value used for translational smoothing.</param>
            <param name="rotAlpha">An alpha value used for rotational smoothing.</param>
            <param name="delta">The time delta between each prediction time.</param>
        </member>
        <member name="M:GoblinXNA.Device.Util.DESPredictor.#ctor(System.Single,System.Int32)">
            <summary>
            Creates a double-exponential-smoothing predictor with the specified alpha value,
            and delta time increment with no thresholds.
            </summary>
            <param name="alpha">An alpha value used for both translational and rotational 
            smoothing.</param>
            <param name="delta">The time delta between each prediction time.</param>
        </member>
        <member name="T:GoblinXNA.Device.iWear.iWearDllBridge">
            <summary>
            A DLL bridge to access the VR920s/iWear stereo and head tracking driver.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.iWear.iWearDllBridge.IWRMagSensor">
            <summary>
            A struct that contains the magnetic sensor information from Wrap 920 tracker.
            
            magx_msb,magx_lsb – can be combined into a single 16-bit 2’ compliment number with a range 
            of -2048 – 2047 for the magnetic sensor in the x-direction.
            magy_msb,magy_lsb – can be combined into a single 16-bit 2’ compliment number with a range 
            of -2048 – 2047 for the magnetic sensor in the y-direction.
            magz_msb,magz_lsb – can be combined into a single 16-bit 2’ compliment number with a range 
            of -2048 – 2047 for the magnetic sensor in the z-direction.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.iWear.iWearDllBridge.IWRAccelSensor">
            <summary>
            A struct that contains the accelerometer sensor information from Wrap 920 tracker.
            
            accx_msb,accx_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the accelerometer sensor in the x-direction.
            accy_msb,accy_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the accelerometer sensor in the y-direction.
            accz_msb,accz_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the accelerometer sensor in the z-direction.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.iWear.iWearDllBridge.IWRGyroSensor">
            <summary>
            A struct that contains the gyro sensor information from Wrap 920 tracker.
            This struct contains high bandwidth gyros with 2000 degress per second.
            
            gyx_msb,gyx_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the gyroscope sensor in the x-direction. 
            gyy_msb,gyy_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the gyroscope sensor in the y-direction.
            gyz_msb,gyz_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the gyroscope sensor in the z-direction.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.iWear.iWearDllBridge.IWRLBGyroSensor">
            <summary>
            A struct that contains the gyro sensor information from Wrap 920 tracker.
            This struct contains low bandwidth gyros with 500 degress per second.
            
            gyx_msb,gyx_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the gyroscope sensor in the x-direction. 
            gyy_msb,gyy_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the gyroscope sensor in the y-direction.
            gyz_msb,gyz_lsb – can be combined into a single 16-bit 2’ compliment number with a 
            range of -2048 – 2047 for the gyroscope sensor in the z-direction.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.iWear.iWearDllBridge.IWRProductID">
            <summary>
            iWear tracker product IDs
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.iWear.iWearDllBridge.IWRProductID.IWR_PROD_NONE">
            <summary>
            Indicates an unsupported product
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.iWear.iWearDllBridge.IWRProductID.IWR_PROD_VR920">
            <summary>
            iWear VR920
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.iWear.iWearDllBridge.IWRProductID.IWR_PROD_WRAP920">
            <summary>
            Wrap920AR
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI3D.UI3DRenderer">
            <summary>
            A helper class for performing 3D drawing, such as drawing 3D lines and 3D texts.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.UI3DRenderer.Write3DText(System.String,Nuclex.Fonts.VectorFont,GoblinXNA.UI.UI3D.UI3DRenderer.Text3DStyle,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Draws a 3D text with the given font, style, color, and transformation.
            </summary>
            <remarks>
            This 3D text won't be actually drawn until Flush() method is called. If this method is called before
            base.Draw(...) in your main Game class's Draw(...) function, then it's automatically flushed when
            base.Draw(...) is called. If this method is called after base.Draw(...) function, then you need to
            call Flush() function after calling one or more of this function. Otherwise, the 3D texts drawing will
            be deferred until the next base.Draw(...) or Flush() call.
            </remarks>
            <param name="text">Text string to be displayed in 3D.</param>
            <param name="font">Font to use for the 3D text.</param>
            <param name="style">3D text style (Outline, Fill, or Extrude).</param>
            <param name="color">Color of the 3D text.</param>
            <param name="transform">Transformation of the left-bottom corner of the 3D text.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.UI3DRenderer.Write3DText(System.String,Nuclex.Fonts.VectorFont,GoblinXNA.UI.UI3D.UI3DRenderer.Text3DStyle,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Matrix,GoblinXNA.GoblinEnums.HorizontalAlignment,GoblinXNA.GoblinEnums.VerticalAlignment)">
            <summary>
            Draws a 3D text with the given font, style, color, transformation, horizontal align, and vertical
            align.
            </summary>
            <remarks>
            This 3D text won't be actually drawn until Flush() method is called. If this method is called before
            base.Draw(...) in your main Game class's Draw(...) function, then it's automatically flushed when
            base.Draw(...) is called. If this method is called after base.Draw(...) function, then you need to
            call Flush() function after calling one or more of this function. Otherwise, the 3D texts drawing will
            be deferred until the next base.Draw(...) or Flush() call.
            </remarks>
            <param name="text">Text string to be displayed in 3D.</param>
            <param name="font">Font to use for the 3D text.</param>
            <param name="style">3D text style (Outline, Fill, or Extrude).</param>
            <param name="color">Color of the 3D text.</param>
            <param name="transform">Transformation of the 3D text.</param>
            <param name="hAlign">The horizontal (x-axis) shifting</param>
            <param name="vAlign"></param>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.UI3DRenderer.Dispose">
            <summary>
            Disposes
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI3D.UI3DRenderer.Flush(System.Boolean)">
            <summary>
            Performs batch drawing of the queued 3D texts and lines.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI3D.UI3DRenderer.Text3DStyle">
            <summary>
            An enum that specifies the display style of the 3D text.
            </summary>
            <remarks>
            This is different from the font style (e.g., Plain, Italic) which is defined in the .spritefont file.
            </remarks>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.UI3DRenderer.Text3DStyle.Outline">
            <summary>
            A style that outlines the text string.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.UI3DRenderer.Text3DStyle.Fill">
            <summary>
            A style that fills the front face of the text string.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI3D.UI3DRenderer.Text3DStyle.Extrude">
            <summary>
            A style that extrudes the text string.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2DTo3D.GUI2Dto3DMapper">
            <summary>
            NOT FINISHED YET.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2DTo3D.GUI2Dto3DMapper.RemoveAllMappers">
            <summary>
            Removes all of the GUI mappers
            </summary>
        </member>
        <member name="T:GoblinXNA.Shaders.SimpleEffectShader">
            <summary>
            An implementation of a simple shader that uses the BasicEffect class.
            </summary>
            <remarks>
            Since BasicEffect class can only include upto three light sources, if more than three light
            sources are passed to this class, then the local light sources precede the global light sources.
            Both the global and local light nodes are added in the order of encounter in the preorder
            tree-traversal of the scene graph. For local lights, the last light node is the closest light node
            in the scene graph, so the light sources are added in the reverse order. If there are less than
            three local light sources, then global light sources are added in the normal order.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Shaders.SimpleEffectShader.#ctor">
            <summary>
            Creates a simple shader to render 3D meshes using the BasicEffect class.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException"></exception>
        </member>
        <member name="M:GoblinXNA.Shaders.SimpleEffectShader.SetParameters(GoblinXNA.SceneGraph.CameraNode)">
            <summary>
            This shader does not support special camera effect.
            </summary>
            <param name="camera"></param>
        </member>
        <member name="M:GoblinXNA.Shaders.SimpleEffectShader.SetParameters(GoblinXNA.Graphics.ParticleEffects.ParticleEffect)">
            <summary>
            This shader does not support particle effect.
            </summary>
            <param name="particleEffect"></param>
        </member>
        <member name="P:GoblinXNA.Shaders.SimpleEffectShader.PreferPerPixelLighting">
            <summary>
            Indicates whether to prefer using per-pixel lighting if applicable.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.ModelLoader">
            <summary>
            Default implementation of model loader that can load DirectX model files including .x and .fbx
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.ShapeType">
            <summary>
            An enum that describes the shape of the physics object. 
            </summary>
        </member>
        <member name="F:GoblinXNA.Physics.ShapeType.Compound">
            <summary>
            Compound of spherical shapes.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.IGUIMapper">
            <summary>
            A GUI mapper class that maps UI texture and events from an external GUI library 
            (e.g., Windows Forms or Java Swing)
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.IGUIMapper.KeyEventHandler(Microsoft.Xna.Framework.Input.Keys,GoblinXNA.Device.Generic.KeyModifier)">
            <summary>
            
            </summary>
            <param name="key"></param>
            <param name="state"></param>
        </member>
        <member name="M:GoblinXNA.UI.IGUIMapper.MouseEventHandler(Microsoft.Xna.Framework.Point,System.Int32)">
            <summary>
            
            </summary>
            <param name="mouseLocation"></param>
            <param name="button"></param>
        </member>
        <member name="P:GoblinXNA.UI.IGUIMapper.GUITexture">
            <summary>
            Gets an array of uint data of this 2D GUI
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.IGUIMapper.GUIWidth">
            <summary>
            Gets the width of this GUI in pixels
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.IGUIMapper.GUIHeight">
            <summary>
            Gets the height of this GUI in pixels
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.IGUIMapper.TextureFormat">
            <summary>
            Gets the texture format of this GUI
            </summary>
            <remarks>The texture format has to match whatever the texture data GUITexture
            method returns</remarks>
            <seealso cref="P:GoblinXNA.UI.IGUIMapper.GUITexture"/>
        </member>
        <member name="P:GoblinXNA.UI.IGUIMapper.DrawingScaleFactor">
            <summary>
            Gets the drawing scale factor (e.g., if you want it to be draw 2 times smaller than the
            original GUI texture, pass new Vector2(0.5f, 0.5f))
            </summary>
            <returns></returns>
        </member>
        <member name="T:GoblinXNA.Graphics.ParticleEffects.FireParticleEffect">
            <summary>
            A particle system that simulates a fire effect.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.FireParticleEffect.#ctor">
            <summary>
            Creates a fire particle system with 2400 maximum particles.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.ParticleEffects.FireParticleEffect.#ctor(System.Int32)">
            <summary>
            Creates a fire particle system.
            </summary>
            <param name="maxParticles">
            Maximum number of particles that can be displayed at one time.
            </param>
        </member>
        <member name="T:GoblinXNA.Shaders.GlowShader">
            <summary>
            A shader that implements a simple glow effect around the given geometry.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.GlowShader.GlowColor">
            <summary>
            Gets or sets the color of the glow effect. Default color is yellow.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.GlowShader.GlowExponential">
            <summary>
            Gets or sets the exponential of the glow. Default value is 1.3.
            </summary>
        </member>
        <member name="P:GoblinXNA.Shaders.GlowShader.Inflate">
            <summary>
            Gets or sets the size of the glow. Default value is 0.1.
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.FileHelper">
            <summary>
            File helper class to get text lines, number of text lines, etc.
            Update: Now also supports the XNA Storage classes :)
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.CreateGameContentFile(System.String,System.Boolean)">
            <summary>
            Create game content file, will create file if it does not exist.
            Else the existing file is just loaded.
            </summary>
            <param name="relativeFilename">Relative filename</param>
            <returns>File stream</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.LoadGameContentFile(System.String)">
            <summary>
            Load game content file, returns null if file was not found.
            </summary>
            <param name="relativeFilename">Relative filename</param>
            <returns>File stream</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.GetLines(System.String)">
            <summary>
            Returns the number of text lines we got in a file.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.WriteVector3(System.IO.BinaryWriter,Microsoft.Xna.Framework.Vector3)">
            <summary>
            Write vector3 to stream
            </summary>
            <param name="writer">Writer</param>
            <param name="vec">Vector3</param>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.WriteVector4(System.IO.BinaryWriter,Microsoft.Xna.Framework.Vector4)">
            <summary>
            Write vector4 to stream
            </summary>
            <param name="writer">Writer</param>
            <param name="vec">Vector4</param>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.WriteMatrix(System.IO.BinaryWriter,Microsoft.Xna.Framework.Matrix)">
            <summary>
            Write matrix to stream
            </summary>
            <param name="writer">Writer</param>
            <param name="matrix">Matrix</param>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.ReadVector3(System.IO.BinaryReader)">
            <summary>
            Read vector3 from stream
            </summary>
            <param name="reader">Reader</param>
            <returns>Vector3</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.ReadVector4(System.IO.BinaryReader)">
            <summary>
            Read vector4 from stream
            </summary>
            <param name="reader">Reader</param>
            <returns>Vector4</returns>
        </member>
        <member name="M:GoblinXNA.Helpers.FileHelper.ReadMatrix(System.IO.BinaryReader)">
            <summary>
            Read matrix from stream
            </summary>
            <param name="reader">Reader</param>
            <returns>Matrix</returns>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.RESOLUTION_320X240_30FPS">
            <summary>
            Resolution and frame rate settings definitions
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.RESOLUTION_160X120_60FPS">
            <summary>
            Resolution and frame rate settings definitions
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.SEQUENCE_TYPE_TGA">
            <summary>
            Definitions for saving a sequence (TGA files)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.SEQUENCE_TYPE_AVI">
            <summary>
            Definitions for saving a sequence (AVI files)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.BUFFER_TYPE_PRIMARY">
            <summary>
            Definitions for Buffer access from within the video callback
            using the GetVideoBuffer(...) method
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.BUFFER_TYPE_SECONDARY">
            <summary>
            Definitions for Buffer access from within the video callback
            using the GetVideoBuffer(...) method
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.BUFFER_TYPE_CONFIDENCE">
            <summary>
            Definitions for Buffer access from within the video callback
            using the GetVideoBuffer(...) method
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.BUFFER_TYPE_RGB_FULL_RES">
            <summary>
            Definitions for Buffer access from within the video callback
            using the GetVideoBuffer(...) method
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_ILLUMINATION_ON">
            <summary>
            Camera Parameters ID's: Lasers On\Off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_PRIMARY_BRIGHTNESS">
            <summary>
            Camera Parameters ID's: Primary camera brightness
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SECONDARY_BRIGHTNESS">
            <summary>
            Camera Parameters ID's: Secondayr camera brightness
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_PRIMARY_WIDTH">
            <summary>
            Camera Parameters ID's: Primary camera width
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SECONDARY_WIDTH">
            <summary>
            Camera Parameters ID's: Secondary camera width
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_PRIMARY_DISTANCE">
            <summary>
            Camera Parameters ID's: Primary camera distance
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SECONDARY_DISTANCE">
            <summary>
            Camera Parameters ID's: Secondary camera distance
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_GAIN">
            <summary>
            Camera Parameters ID's: Gain (not always valid - camera dependant)
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_BIN_VAL">
            <summary>
            Filtering Parameters ID's: Binarization level for the binarized image
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_BINARIZE">
            <summary>
            Filtering Parameters ID's: Binarize depth image on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_MEDIAN">
            <summary>
            Filtering Parameters ID's: Media filter on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_INVERT">
            <summary>
            Filtering Parameters ID's: Invert depth on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_TEMPORAL_FILTER">
            <summary>
            Filtering Parameters ID's: Temporal filter on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SMOOTH">
            <summary>
            Filtering Parameters ID's: Depth smooth filter on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SOFTNESS_VAL">
            <summary>
            Filtering Parameters ID's: Depth smooth filter level
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_CLEAN_VAL">
            <summary>
            Filtering Parameters ID's: Clear filter level
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_MASK_SMOOTH">
            <summary>
            Filtering Parameters ID's: Clear filter level
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_MASK_SOFTNESS_VAL">
            <summary>
            Filtering Parameters ID's: Depth smooth filter level
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_AUTO_FIND">
            <summary>
            Automation Parameters ID's: Start object detection
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_AUTO_FIND_COMPLETED">
            <summary>
            Automation Parameters ID's: Object was found
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_AUTO_BRIGHTNESS">
            <summary>
            Automation Parameters ID's: Automatic brightness control on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_AUTO_TRACK">
            <summary>
            Automation Parameters ID's: Automatic tracking control on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_AUTO_BACKGROUND">
            <summary>
            Automation Parameters ID's: Automatic secondary window adjustment in mask mode
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_AUTO_DEPTH_POSITION">
            <summary>
            Automation Parameters ID's: Automatic secondary window adjustment in depth mode
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SAVE_STATUS">
            <summary>
            Save and restore settings
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_RESTORE_STATUS">
            <summary>
            Save and restore settings
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SAVE_IMAGE">
            <summary>
            Internal Image saving
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SAVE_IMAGE_AVG">
            <summary>
            Internal Image saving
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SAVE_SEQUENCE">
            <summary>
            Internal Image saving
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_SAVE_SEQUENCE_TYPE">
            <summary>
            Internal Image saving
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_FREEZE_VIDEO">
            <summary>
            Processing parameters
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_RGB_PROCESSING">
            <summary>
            Processing parameters
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_USING_CONFIDENCE_MAP">
            <summary>
            Processing parameters
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_USING_IR_INPUT">
            <summary>
            Processing parameters
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_RGB_FULL_RES">
            <summary>
            Processing parameters
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_CAMERA_RESOLUTION">
            <summary>
            Processing parameters
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_PROCESSING_MODE">
            <summary>
            Processing parameters: Values: 1 = depth mode; 0 = mask mode
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_WIDE_DEPTH_MODE">
            <summary>
            Processing parameters
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_ELEC_FREQUENCY">
            <summary>
            Processing parameters: Values: 1 = 60Hz; 0 = 50Hz
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_AGC">
            <summary>
            Color Camera parameters: AGC on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_GAIN">
            <summary>
            Color Camera parameters: Gain value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_AEC">
            <summary>
            Color Camera parameters: Automatic exposure control on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_EXPOSURE">
            <summary>
            Color Camera parameters: Exposure value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_FLICKER">
            <summary>
            Color Camera parameters: 0=auto, 1=50Hz, 2=60Hz
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_AWB">
            <summary>
            Color Camera parameters: Automatic white balance on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_R_GAIN">
            <summary>
            Color Camera parameters: Manual R gain
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_B_GAIN">
            <summary>
            Color Camera parameters: Manual B gain
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_AUTO_SHARPNESS">
            <summary>
            Color Camera parameters: Automatic sharpness control on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_SHARPNESS">
            <summary>
            Color Camera parameters: Sharpness value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_AUTO_CONTRAST">
            <summary>
            Color Camera parameters: Auto contrast on\off
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_COLOR_CONTRAST">
            <summary>
            Color Camera parameters: Manual contrast value
            </summary>
        </member>
        <member name="F:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CMD_LONG_EXPOSURE">
            <summary>
            Color Camera parameters: Long exposure for RGB (lower frame rate)
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.#ctor">
            <summary>
            Initializes the depth camera
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.SetVideoCallBack(GoblinXNA.Device.Capture.DCam.VideoCallBackFunc,System.IntPtr)">
            <summary>
            Initialize the video callback. pObject will be a parameter to the callback.
            This enables passing of a specific parameter to the callback function.
            </summary>
            <param name="videoCallback"></param>
            <param name="pObject"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.SetVideoCallBack(GoblinXNA.Device.Capture.DCam.VideoCallBackFunc)">
            <summary>
            Initialize the video callback with null (IntPtr.Zero) pObject.
            </summary>
            <param name="videoCallback"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.SetCommandCallBack(GoblinXNA.Device.Capture.DCam.CommandCallBackFunc,System.IntPtr)">
            <summary>
            Initialize the communication callback. pObject will be a parameter to the callback.
            This enables passing of a specific parameter to the callback function.
            </summary>
            <param name="commandCallback"></param>
            <param name="pObject"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.SetCommandCallBack(GoblinXNA.Device.Capture.DCam.CommandCallBackFunc)">
            <summary>
            Initialize the communication callback with null (IntPtr.Zero) pObject;
            </summary>
            <param name="commandCallback"></param>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.GetVideoSize(System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
            <summary>
            Get various parameters for the video: width, height, pixel size for 
            the depth video and for the rgb info. returns false in case there is no
            video connection yet (for example, if the main DMachine application is not running)
            </summary>
            <param name="width"></param>
            <param name="height"></param>
            <param name="rgbPixelSize"></param>
            <param name="depthPixelSize"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.GetRGBFullResSize(System.Int32@,System.Int32@,System.Int32@)">
            <summary>
            It is possible to get full resolution RGB even when working in low resolution IR.
            </summary>
            <param name="width"></param>
            <param name="height"></param>
            <param name="rgbPixelSize"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.SetCameraCommand(System.Int32,System.Int32)">
            <summary>
            Send a specific command (cmdID = CameraInterfaceBase.CMD_****) to the camera
            </summary>
            <param name="cmdID"></param>
            <param name="value"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.GetCameraCommandVal(System.Int32,System.Int32@)">
            <summary>
            Get the current value for specific camera parameter (cmdID = CameraInterfaceBase.CMD_****)
            </summary>
            <param name="cmdID"></param>
            <param name="value"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.GetCameraCommandLimits(System.Int32,System.Int32@,System.Int32@)">
            <summary>
            Get the value range for specific camera parameter (cmdID = CameraInterfaceBase.CMD_****)
            </summary>
            <param name="cmdID"></param>
            <param name="minValue"></param>
            <param name="maxValue"></param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.GetVideoBuffer(System.Int32,System.IntPtr@)">
            <summary>
            Must be called from within the video callback. If the frame type 
            transfer was enabled, you will be able to get the buffer.
            </summary>
            <param name="bufferType"></param>
            <param name="pBuffer"></param>
            <returns></returns>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.VideoActive">
            <summary>
            Check status of video. Should be valid once the main DMachine application is active
            and the 1394 video connectors of the camera are set correctly
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.Capture.DCam.CameraInterfaceBase.CommActive">
            <summary>
            Check the status of communication with the main DMachine application
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DRadioButton">
            <summary>
            An implementation of a radio button, which is a button that can be selected or deselected.
            
            If you want to have at most one radio button selected at any time within a group of radio buttons,
            create a ButtonGroup instance, and add those radio buttons to the ButtonGroup instance. For
            multiple groups, you should use multiple ButtonGroup instances.
            
            In order to display the text next to the radio button, G2DButton.TextFont must be set. 
            Otherwise, the text will not show up. Note that the size of the radio button icon depends on the
            font size. The larger the font size, the larger the radio button icon.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DRadioButton.radius">
            <summary>
            Radius of the radio button
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DRadioButton.center">
            <summary>
            Center position of the radio button
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DRadioButton.buttonColor">
            <summary>
            Color used to draw the inside of the radio button
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DRadioButton.selectedColor">
            <summary>
            Color used to highlight the inner border of the radio button when selected
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DRadioButton.color">
            <summary>
            Color used to draw the border of the radio button
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DRadioButton.#ctor(System.String)">
            <summary>
            Creates an initially unselected radio button with the specified label.
            </summary>
            <param name="label">The text displayed on the right of the radio button icon</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DRadioButton.#ctor">
            <summary>
            Creates an initially unselected radio button with an empty label.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DCheckBox">
            <summary>
            An implementation of a check box, which is a box that can be selected or deselected.
            
            In order to display the text next to the check box, G2DButton.TextFont must be set. 
            Otherwise, the text will not show up. Note that the size of the radio button icon depends on the
            font size. The larger the font size, the larger the radio button icon.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DCheckBox.size">
            <summary>
            Size of the check box
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DCheckBox.#ctor(System.String)">
            <summary>
            Creates an initially unselected check box button with the specified label.
            </summary>
            <param name="label">The text displayed on the right of the check box icon</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DCheckBox.#ctor">
            <summary>
            Creates an initially unselected check box button with no text.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.DefaultListModel">
            <summary>
            A default implementation of ListModel interface.
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.DefaultListModel.#ctor(System.Object[])">
            <summary>
            Creates a default implementation of ListModel interface with the specified object array.
            </summary>
            <param name="data">An array of object to contain in this list model.</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.DefaultListModel.#ctor">
            <summary>
            Creates a default implementation of ListModel interface with no data.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonMaterial">
            <summary>
            A default implementation of the IPhysicsMaterial interface. A physics material defines
            how two materials behave when they physically interact, including support for friction 
            and elasticity. 
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonMaterial.#ctor(System.String,System.String,System.Boolean,System.Single,System.Single,System.Single,System.Single,GoblinXNA.Physics.Newton1.NewtonMaterial.ContactBegin,GoblinXNA.Physics.Newton1.NewtonMaterial.ContactProcess,GoblinXNA.Physics.Newton1.NewtonMaterial.ContactEnd)">
            <summary>
            Creates a physics material that defines two materials behave when they physically
            interact.
            </summary>
            <remarks>
            'materialName1' and 'materialName2' can be the same if you want to define how
            the same material behave when they physically interact.
            </remarks>
            <param name="materialName1">The first material name</param>
            <param name="materialName2">The second material name</param>
            <param name="collidable">Whether these two materials are collidable</param>
            <param name="staticFriction">The static friction coefficient</param>
            <param name="kineticFriction">The kinetic friction coefficient</param>
            <param name="softness">The softness of the material. Softness defines how fiercely
            the two materials will repel from each other when the two materials penetrate
            against each other</param>
            <param name="elasticity">The elasticity coefficient</param>
            <param name="contactBeginCallback">The callback function when two materials
            begin to contact. Set to 'null' if you don't need this callback function.</param>
            <param name="contactProcessCallback">The callback function when two materials
            proceed contact. Set to 'null' if you don't need this callback function.</param>
            <param name="contactEndCallback">The callback function when two materials
            end contact. Set to 'null' if you don't need this callback function.</param>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonMaterial.#ctor">
            <summary>
            Creates a physics material with empty material names and no callback functions.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.MaterialName1">
            <summary>
            Gets or sets the first material name
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.MaterialName2">
            <summary>
            Gets or sets the second material name
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.Collidable">
            <summary>
            Gets or sets whether these two materials can collide.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.StaticFriction">
            <summary>
            Gets or sets the static friction between the two materials.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.KineticFriction">
            <summary>
            Gets or sets the kinetic/dynamic friction between the two materials.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.Softness">
            <summary>
            Gets or sets the softness between the two materials. This property is used 
            only when the two objects interpenetrate. The larger the value, the more restoring 
            force is applied to the interpenetrating objects. Restoring force is a force 
            applied to make both interpenetrating objects push away from each other so that 
            they no longer interpenetrate.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.Elasticity">
            <summary>
            Gets or sets the elasticity between the two materials. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.ContactBeginCallback">
            <summary>
            Gets or sets the delegate/callback function called when contact begins 
            between two materials.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.ContactProcessCallback">
            <summary>
            Gets or sets the delegate/callback function called when contact proceeds 
            between two materials.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonMaterial.ContactEndCallback">
            <summary>
            Gets or sets the delegate/callback function called when contact ends 
            between two materials.
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonMaterial.ContactBegin">
            <summary>
            A delegate/callback function that defines what to do when two physics objects 
            begin to contact.
            </summary>
            <param name="physObj1">One of the collided pair</param>
            <param name="physObj2">The other of the collided pair</param>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonMaterial.ContactProcess">
            <summary>
            A delegate/callback function that defines what to do when the contact proceeds 
            between the two physics objects.
            </summary>
            <param name="contactPosition">The position of the contact between the two objects</param>
            <param name="contactNormal">The normal of the contact</param>
            <param name="contactSpeed">The speed of the contact</param>
            <param name="colObj1ContactTangentSpeed">One of the collided pair's (physObj1 returned
            from ContactBegin callback function) contact tangent speed.</param>
            <param name="colObj2ContactTangentSpeed">The other of the collided pair's (physObj2 returned
            from ContactBegin callback function) contact tangent speed.</param>
            <param name="colObj1ContactTangentDirection">One of the collided pair's (physObj1 returned
            from ContactBegin callback function) contact tangent direction.</param>
            <param name="colObj2ContactTangentDirection">The other of the collided pair's (physObj1 returned
            from ContactBegin callback function) contact tangent direction.</param>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonMaterial.ContactEnd">
            <summary>
            A delegate/callback function that defines what to do when the contact process ends.
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.LatLonMapper">
            <summary>
            Maps latitude and longitude to a 3D point.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.LatLonMapper.lon2xECEF(System.Double,System.Double,System.Double)">
            <summary>
            Converts longitude to x value in meters but for ECEF which isn't a mercator projection
            </summary>
            <param name="lon"></param>
            <param name="lat"></param>
            <param name="alt"></param>
            <returns></returns>
        </member>
        <member name="T:GoblinXNA.Helpers.InterpolationMethod">
            <summary>
            An enum that defines the interpolation method.
            </summary>
        </member>
        <member name="F:GoblinXNA.Helpers.InterpolationMethod.Linear">
            <summary>
            Linear interpolation.
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.Interpolator">
            <summary>
            A helper class for interpolating between two double precision numbers
            in a specified duration of time. 
            </summary>
            <remarks>
            Currently, only linear interpolation is implemented, but more interpolation methods
            will be added in the upcoming releases.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Helpers.Interpolator.#ctor(System.Double,System.Double,System.Int64,GoblinXNA.Helpers.InterpolationMethod)">
            <summary>
            Creates an interpolator that interpolates from the specified 'startValue' to
            the 'endValue' in the specified duration of time using the specified interpolation 
            method.
            </summary>
            <param name="startValue">The start value</param>
            <param name="endValue">The end value</param>
            <param name="duration">The duration of time in milliseconds</param>
            <param name="method">The interpolation method</param>
        </member>
        <member name="M:GoblinXNA.Helpers.Interpolator.#ctor(System.Double,System.Double,System.Int64)">
            <summary>
            Creates an interpolator that interpolates from the specified 'startValue' to
            the 'endValue' in the specified duration of time using linear interpolation.
            </summary>
            <param name="startValue">The start value</param>
            <param name="endValue">The end value</param>
            <param name="duration">The duration of time in milliseconds</param>
        </member>
        <member name="M:GoblinXNA.Helpers.Interpolator.#ctor">
            <summary>
            Creates an interpolator that interpolates from 0.0 to 1.0 in 1000 milliseconds
            using linear interpolation.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.Interpolator.Start">
            <summary>
            Starts the interpolation.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If you try to start again before your previous
            interpolation finishes.</exception>
        </member>
        <member name="E:GoblinXNA.Helpers.Interpolator.DoneEvent">
            <summary>
            An event to be called when the interpolation is done.
            </summary>
            <remarks>
            You need to keep accessing the Value property in order to have this event triggered
            when the interpolation finishes. If Value property is not accessed, then this event will 
            never be triggered. This is not a timer class, so do not use this as a timer.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.StartValue">
            <summary>
            Gets or sets the start value.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If you try to set this value after the 
            interpolation starts and before the interpolation finishes</exception>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.EndValue">
            <summary>
            Gets or sets the end value.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If you try to set this value after the 
            interpolation starts and before the interpolation finishes</exception>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.LogBase">
            <summary>
            Gets or sets the log base to use for logarithmic interpolation.
            The default base is Math.E.
            </summary>
            <remarks>
            Logarithmic interpolation methods are not supported yet, so setting this value
            will not affect anything.
            </remarks>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.Value">
            <summary>
            Gets the current interpolated value.
            </summary>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.Duration">
            <summary>
            Gets or sets the duration of the time takes to complete the interpolation in milliseconds.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If you try to set this value after the 
            interpolation starts and before the interpolation finishes</exception>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.Method">
            <summary>
            Gets or sets the interpolation method.
            </summary>
            <exception cref="T:GoblinXNA.GoblinException">If you try to set this value after the 
            interpolation starts and before the interpolation finishes</exception>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.Started">
            <summary>
            Gets whether the interpolation has started. Once the interpolation is done,
            this value is reset to false.
            </summary>
        </member>
        <member name="P:GoblinXNA.Helpers.Interpolator.Done">
            <summary>
            Gets whether the interpolation is done after it's started. If you start the interpolation
            again after an interpolation is finished, this value is reset to false until the interpolation
            finishes again.
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.Geometry.ChamferCylinder">
            <summary>
            A chamfer cylinder geometry primitive constructed with CustomMesh
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.Geometry.ChamferCylinder.#ctor(System.Single,System.Single,System.Int32)">
            <summary>
            Creates a chamfer cylinder (a cylinder with spherical side) oriented along the Y axis. 
            </summary>
            <param name="radius">The radius of the cylinder at the base.</param>
            <param name="height">The height of the cylinder.</param>
            <param name="slices">The number of subdivisions around the Y axis (similar to lines 
            of longitude). This has to be greater than 4 and less than 101.</param>
        </member>
        <member name="T:GoblinXNA.Graphics.DebugShapeRenderer">
            <summary>
            A system for handling rendering of various debug shapes.
            </summary>
            <remarks>
            The DebugShapeRenderer allows for rendering line-base shapes in a batched fashion. Games
            will call one of the many Add* methods to add a shape to the renderer and then a call to
            Draw will cause all shapes to be rendered. This mechanism was chosen because it allows
            game code to call the Add* methods wherever is most convenient, rather than having to
            add draw methods to all of the necessary objects.
            
            Additionally the renderer supports a lifetime for all shapes added. This allows for things
            like visualization of raycast bullets. The game would call the AddLine overload with the
            lifetime parameter and pass in a positive value. The renderer will then draw that shape
            for the given amount of time without any more calls to AddLine being required.
            
            The renderer's batching mechanism uses a cache system to avoid garbage and also draws as
            many lines in one call to DrawUserPrimitives as possible. If the renderer is trying to draw
            more lines than are allowed in the Reach profile, it will break them up into multiple draw
            calls to make sure the game continues to work for any game.</remarks>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.Initialize">
            <summary>
            Initializes the renderer.
            </summary>
            <param name="graphicsDevice">The GraphicsDevice to use for rendering.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddLine(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Color)">
            <summary>
            Adds a line to be rendered for just one frame.
            </summary>
            <param name="a">The first point of the line.</param>
            <param name="b">The second point of the line.</param>
            <param name="color">The color in which to draw the line.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddLine(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Adds a line to be rendered for a set amount of time.
            </summary>
            <param name="a">The first point of the line.</param>
            <param name="b">The second point of the line.</param>
            <param name="color">The color in which to draw the line.</param>
            <param name="life">The amount of time, in seconds, to keep rendering the line.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddTriangle(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Color)">
            <summary>
            Adds a triangle to be rendered for just one frame.
            </summary>
            <param name="a">The first vertex of the triangle.</param>
            <param name="b">The second vertex of the triangle.</param>
            <param name="c">The third vertex of the triangle.</param>
            <param name="color">The color in which to draw the triangle.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddTriangle(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Adds a triangle to be rendered for a set amount of time.
            </summary>
            <param name="a">The first vertex of the triangle.</param>
            <param name="b">The second vertex of the triangle.</param>
            <param name="c">The third vertex of the triangle.</param>
            <param name="color">The color in which to draw the triangle.</param>
            <param name="life">The amount of time, in seconds, to keep rendering the triangle.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddBoundingFrustum(Microsoft.Xna.Framework.BoundingFrustum,Microsoft.Xna.Framework.Color)">
            <summary>
            Adds a frustum to be rendered for just one frame.
            </summary>
            <param name="frustum">The frustum to render.</param>
            <param name="color">The color in which to draw the frustum.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddBoundingFrustum(Microsoft.Xna.Framework.BoundingFrustum,Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Adds a frustum to be rendered for a set amount of time.
            </summary>
            <param name="frustum">The frustum to render.</param>
            <param name="color">The color in which to draw the frustum.</param>
            <param name="life">The amount of time, in seconds, to keep rendering the frustum.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddBoundingBox(Microsoft.Xna.Framework.BoundingBox,Microsoft.Xna.Framework.Color)">
            <summary>
            Adds a bounding box to be rendered for just one frame.
            </summary>
            <param name="box">The bounding box to render.</param>
            <param name="color">The color in which to draw the bounding box.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddBoundingBox(Microsoft.Xna.Framework.BoundingBox,Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Adds a bounding box to be rendered for a set amount of time.
            </summary>
            <param name="box">The bounding box to render.</param>
            <param name="color">The color in which to draw the bounding box.</param>
            <param name="life">The amount of time, in seconds, to keep rendering the bounding box.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddBoundingSphere(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.Color)">
            <summary>
            Adds a bounding sphere to be rendered for just one frame.
            </summary>
            <param name="sphere">The bounding sphere to render.</param>
            <param name="color">The color in which to draw the bounding sphere.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.AddBoundingSphere(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.Color,System.Single)">
            <summary>
            Adds a bounding sphere to be rendered for a set amount of time.
            </summary>
            <param name="sphere">The bounding sphere to render.</param>
            <param name="color">The color in which to draw the bounding sphere.</param>
            <param name="life">The amount of time, in seconds, to keep rendering the bounding sphere.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.Draw(System.Single)">
            <summary>
            Draws the shapes that were added to the renderer and are still alive.
            </summary>
            <param name="gameTime">The current game timestamp.</param>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.InitializeSphere">
            <summary>
            Creates the unitSphere array of vertices.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.CachedShapesSort(GoblinXNA.Graphics.DebugShapeRenderer.DebugShape,GoblinXNA.Graphics.DebugShapeRenderer.DebugShape)">
            <summary>
            A method used for sorting our cached shapes based on the size of their vertex arrays.
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.DebugShapeRenderer.GetShapeForLines(System.Int32,System.Single)">
            <summary>
            Gets a DebugShape instance for a given line counta and lifespan.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.DebugShapeRenderer.DebugShape.Vertices">
            <summary>
            The array of vertices the shape can use.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.DebugShapeRenderer.DebugShape.LineCount">
            <summary>
            The number of lines to draw for this shape.
            </summary>
        </member>
        <member name="F:GoblinXNA.Graphics.DebugShapeRenderer.DebugShape.Lifetime">
            <summary>
            The length of time to keep this shape visible.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.Vision.Marker.ARToolkitProDllBridge">
            <summary>
            A DLL bridge class that accesses the methods in ARToolkitWrapper.dll, which contains
            wrapped methods from the original ARToolkit marker tracker library.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InterSense.ISDllBridge">
            <summary>
            A driver class for accessing the functions defined in isense.dll.
            </summary>
        </member>
        <member name="T:GoblinXNA.Device.InputMapper">
            <summary>
            A class that maps all of the available input devices to a set of unified functions.
            </summary>
            <remarks>
            InputMapper is a singleton class, so you should access this class through Instance property.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.#ctor">
            <summary>
            A private constructor.
            </summary>
            <remarks>
            Don't instantiate this.
            </remarks>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.GetWorldTransformation(System.String)">
            <summary>
            Gets the world transformation of a 6DOF input device with the given string identifier.
            </summary>
            <param name="identifier">A string identifier for a 6DOF input device</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.TriggerInputDeviceDelegates(System.String,System.Byte[])">
            <summary>
            Triggers a delegate/callback function defined in a non-6DOF input device with the given
            string identifier by passing an array of bytes that contains data in certain format.
            For the specific data format, please see each of the TriggerDelegates(byte[]) 
            functions implemented in each class that implements InputDevice interface
            (e.g., MouseInput).
            </summary>
            <param name="identifier">A string identifier for a non-6DOF input device</param>
            <param name="data"></param>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.ContainsInputDevice(System.String)">
            <summary>
            Indicates whether a non-6DOF input device with the given string identifier is available.
            </summary>
            <param name="identifier">A string identifier for a non-6DOF input device</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.Contains6DOFInputDevice(System.String)">
            <summary>
            Indicates whether a 6DOF input device with the given string identifier is available.
            </summary>
            <param name="identifier">A string identifier for a 6DOF input device</param>
            <returns></returns>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.AddInputDevice(GoblinXNA.Device.InputDevice)">
            <summary>
            Adds an input device to be enumerated.
            </summary>
            <param name="device">An input device to be added</param>
            <exception cref="T:GoblinXNA.GoblinException">If duplicate device identifier exists</exception>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.Add6DOFInputDevice(GoblinXNA.Device.InputDevice_6DOF)">
            <summary>
            Adds a 6DOF input device to be enumerated.
            </summary>
            <param name="device">A 6DOF input device to be added</param>
            <exception cref="T:GoblinXNA.GoblinException">If duplicate device identifier exists</exception>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.Reenumerate">
            <summary>
            Reenumerates all of the available input devices. You should call this function after you
            add your own input devices.
            </summary>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.Update(Microsoft.Xna.Framework.GameTime,System.Boolean)">
            <summary>
            Updates all of the status of the available 6DOF and non-6DOF input devices.
            </summary>
            <param name="gameTime"></param>
            <param name="deviceActive"></param>
        </member>
        <member name="M:GoblinXNA.Device.InputMapper.Dispose">
            <summary>
            Disposes all of the enumerated 6DOF and non-6DOF input devices.
            </summary>
        </member>
        <member name="P:GoblinXNA.Device.InputMapper.Instance">
            <summary>
            Gets the instantiation of InputMapper class.
            </summary>
        </member>
        <member name="T:GoblinXNA.Shaders.RenderHandler">
            <summary>
            A delegate function used to provide the actual rendering code.
            </summary>
        </member>
        <member name="T:GoblinXNA.UI.UI2D.G2DButton">
            <summary>
            An implementation of a "push" button. 
            
            In order to display the text on the button, G2DButton.TextFont must be set. 
            Otherwise, the text will not show up.
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DButton.focusedColor">
            <summary>
            Color used for highlighting the inner border when focused
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DButton.clickKeyPressed">
            <summary>
            Indicator of whether the 'click' key is held down
            </summary>
        </member>
        <member name="F:GoblinXNA.UI.UI2D.G2DButton.clickKey">
            <summary>
            Key used to perform mouse click action when focused
            </summary>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DButton.#ctor(System.String)">
            <summary>
            Creates a "push" button with the specified text.
            </summary>
            <param name="label">The text displayed on the button</param>
        </member>
        <member name="M:GoblinXNA.UI.UI2D.G2DButton.#ctor">
            <summary>
            Creates a "push" button with no text.
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DButton.ClickKey">
            <summary>
            Gets or sets the key used to perform mouse click action when focused
            </summary>
        </member>
        <member name="P:GoblinXNA.UI.UI2D.G2DButton.ClickKeyPressed">
            <summary>
            Gets whether the 'click' key is held down
            </summary>
        </member>
        <member name="T:GoblinXNA.Graphics.CustomMesh">
            <summary>
            A mesh defined using XNA's geometry primitives
            </summary>
        </member>
        <member name="M:GoblinXNA.Graphics.CustomMesh.#ctor">
            <summary>
            Creates a mesh defined using XNA's geometry primitives
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.CustomMesh.VertexBuffer">
            <summary>
            Gets or sets the VertexBuffer
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.CustomMesh.IndexBuffer">
            <summary>
            Gets or sets the IndexBuffer 
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.CustomMesh.PrimitiveType">
            <summary>
            Gets or sets primitive type used to render this mesh. 
            Default is PrimitiveType.TriangleList
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.CustomMesh.VertexDeclaration">
            <summary>
            Gets or sets the vertex declaration
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.CustomMesh.NumberOfVertices">
            <summary>
            Gets or sets the number of vertices set in VertexBuffer
            </summary>
        </member>
        <member name="P:GoblinXNA.Graphics.CustomMesh.NumberOfPrimitives">
            <summary>
            Gets or sets the number of primitive shapes defined with PrimitiveType
            </summary>
        </member>
        <member name="T:GoblinXNA.Physics.Newton1.NewtonTire">
            <summary>
            This class represents a vehicle tire used for vehicle simulation by Newton physics library.
            </summary>
        </member>
        <member name="M:GoblinXNA.Physics.Newton1.NewtonTire.#ctor">
            <summary>
            Creates a vehicle tire object used by the Newton physics engine.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.CollisionID">
            <summary>
            The collision ID use by the application to identify the tire contacts in a contact 
            callback function.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.Radius">
            <summary>
            The radius of the tire.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.Width">
            <summary>
            The width of the tire, must be smaller than the tire radius.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.Mass">
            <summary>
            The mass of the tire, must be much smaller than the vehicle body. 
            A ratio of 50:1 to 100:1 is the recommended value.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.Steer">
            <summary>
            Gets or sets the steering parameter applied to this tire.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.Torque">
            <summary>
            Gets or sets the torque parameter applied to this tire.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.Brakes">
            <summary>
            Gets or sets the brake parameter applied to this tire.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.SuspensionShock">
            <summary>
            The parametrized damping constant for a spring, mass, damper system. A value of one 
            corresponds to a critically damped system.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.SuspensionSpring">
            <summary>
            The parametrized spring constant for a spring, mass, damper system. A value of one 
            corresponds to a critically damped system.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.SuspensionLength">
            <summary>
            The distance from the tire set position to the upper stop on the vehicle body frame. 
            The total suspension length is twice of that. 
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.Pin">
            <summary>
            The rotation axis of the tire, in the space of the tire.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.TireOffsetMatrix">
            <summary>
            Gets or sets the offset matrix of the tire relative to the vehicle body.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.TireMatrix">
            <summary>
            Gets or sets the global matrix of the tire.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.AxelMatrix">
            <summary>
            Gets or sets the global matrix of the axel.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.BrakeMatrix">
            <summary>
            Gets or sets the global matrix of the brake.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.SuspensionTopMatrix">
            <summary>
            Gets or sets the global matrix of the top suspension.
            </summary>
        </member>
        <member name="P:GoblinXNA.Physics.Newton1.NewtonTire.SuspensionBottomMatrix">
            <summary>
            Gets or sets the global matrix of the bottom suspension.
            </summary>
        </member>
        <member name="T:GoblinXNA.Helpers.EffectHelper">
            <summary>
            A helper class for various Effect related operations.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.EffectHelper.ReplaceModelEffect(GoblinXNA.Graphics.Model,Microsoft.Xna.Framework.Graphics.Effect,System.String,System.String,System.String,System.String,System.String,System.String,System.String)">
            <summary>
            Alters a model so it will draw using a custom effect, while preserving
            whatever textures were set on it as part of the original effects.
            </summary>
        </member>
        <member name="M:GoblinXNA.Helpers.EffectHelper.ReplaceModelEffect(GoblinXNA.Graphics.Model,Microsoft.Xna.Framework.Graphics.Effect,System.String,System.String)">
            <summary>
            Replaces
            </summary>
            <param name="model"></param>
            <param name="replacementEffect"></param>
            <param name="texture"></param>
            <param name="textureEnabled"></param>
        </member>
    </members>
</doc>
